Azmar Quest Wiki
azmarquest_en
https://azmarquest.wiki.gg/
MediaWiki 1.43.3
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Help
Help talk
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Main Page
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#redirect [[Azmar Quest Wiki]]
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#redirect [[Azmar Quest Wiki]]
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Azmar Quest Wiki
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<!-- Hello and welcome to wiki.gg! This page is built via our IMProved Main Page (IMP) framework. If you are familiar with CSS grid areas, that's what you're defining here! But if you don't know any CSS that's ok!
👀 RULE 1: the same keyword represents the same section & can span multiple cells
👀 RULE 2: Each box in each layout must be a CONTIGUOUS RECTANGLE of any dimensions (most likely one of: 1x1, 1x2, 2x1, 2x2, 1x3, 3x1, 3x2, 2x3)
👀 RULE 3: This page defines LAYOUT ONLY. To edit the content, please use the links provided for you after saving/previewing your page.
👀 RULE 4: If you want to RENAME or ADD a box, (1) add a new section to the grid layout below (all three breakpoints!) and then (2) save or preview this page and then (3) click "Create this box"
-->{{Main page
|desktop=
<!-- for WIDE SCREENS -->
<!-- 👀 keep this at 3 columns, but you can otherwise rearrange as desired -->
welcome welcome welcome
about pages pages
contribute contribute external
<!-- end WIDE SCREEN layout -->
|tablet=
<!-- for TABLET SCREENS -->
<!-- 👀 keep this at 2 columns, but you can otherwise rearrange as desired -->
welcome welcome
about pages
contribute external
<!-- end TABLET SCREEN layout -->
|mobile=
<!-- for MOBILE DEVICES -->
<!-- 👀 keep this at 1 column, but you can otherwise rearrange as desired -->
welcome
about
pages
external
contribute
<!-- end MOBILE DEVICE layout -->
}}
{{#description2:Welcome to the {{SITENAME}}, a collaborative wiki resource that is open for anyone to edit!}} <!-- this is a short description of your wiki, which will appear in embeds in Google search results, Discord links, etc. -->
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wikitext
text/x-wiki
<!-- Hello and welcome to wiki.gg! This page is built via our IMProved Main Page (IMP) framework. If you are familiar with CSS grid areas, that's what you're defining here! But if you don't know any CSS that's ok!
👀 RULE 1: the same keyword represents the same section & can span multiple cells
👀 RULE 2: Each box in each layout must be a CONTIGUOUS RECTANGLE of any dimensions (most likely one of: 1x1, 1x2, 2x1, 2x2, 1x3, 3x1, 3x2, 2x3)
👀 RULE 3: This page defines LAYOUT ONLY. To edit the content, please use the links provided for you after saving/previewing your page.
👀 RULE 4: If you want to RENAME or ADD a box, (1) add a new section to the grid layout below (all three breakpoints!) and then (2) save or preview this page and then (3) click "Create this box"
-->{{Main page
|desktop=
<!-- for WIDE SCREENS -->
<!-- 👀 keep this at 3 columns, but you can otherwise rearrange as desired -->
welcome welcome welcome
about pages pages
contribute contribute external
<!-- end WIDE SCREEN layout -->
|tablet=
<!-- for TABLET SCREENS -->
<!-- 👀 keep this at 2 columns, but you can otherwise rearrange as desired -->
welcome welcome
about pages
contribute external
<!-- end TABLET SCREEN layout -->
|mobile=
<!-- for MOBILE DEVICES -->
<!-- 👀 keep this at 1 column, but you can otherwise rearrange as desired -->
welcome
about
pages
external
contribute
<!-- end MOBILE DEVICE layout -->
}}
{{#description2:Welcome to the {{SITENAME}}, a collaborative wiki resource that is open for anyone to edit!}} <!-- this is a short description of your wiki, which will appear in embeds in Google search results, Discord links, etc. -->
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Example character
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{{Example character infobox
|title=Dragon
|image=Example character image.png
|Region=Shurima
|Element=Fire
|Attack=51
|HP=85
|Armor=34
|Attack Speed=78
}}
Please note, this is NOT content related to {{SITENAME}}. It is an example page for the demonstration of [[support:DRUID infoboxes|DRUID infoboxes]]. Please delete this page at your earliest convenience! To edit how the infobox works, please see {{tl|Example character infobox}}.
== About ==
The '''Example Character''' is a very cool character found in the Default Loadout Wiki. It is a dragon that can camouflage itself as a flower due to inventive and scientific reasons, and not because the artist is bad at drawing dragons.
== Combat ==
The Example Character has several attacks, including:
* Disguise Self As Flower
* Flame Breath
* Sneak Attack
* Fireball
* Dawizard
== Dragon Riding ==
If the player tames the Example Character, they can perform several Dragon Riding stunts. See [[Dragon Riding]] for more information.
== Levels ==
Example Character can be found in the following levels:
* [[Introduction]]
* [[Level 1]]
* [[Level 3]]
* [[Level 5]]
* [[Bonus Content 6]]
[[Category:Characters]]
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Azmar Quest Wiki/welcome
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{{Main page box/start
| title = Welcome to the {{SITENAME}}!
}}
We are currently maintaining [[Special:AllPages|{{NUMBEROFARTICLES}} articles]]. Please feel free to contribute by creating new articles or expanding existing ones.
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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{{Main page box/start
| title = Welcome to the {{SITENAME}}!
}}
We are currently maintaining [[Special:AllPages|{{NUMBEROFARTICLES}} articles]]. Please feel free to contribute by creating new articles or expanding existing ones.
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Azmar Quest Wiki/pages
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{{Main page box/start
| title = Useful wiki pages
| class = centered-content
}}
<div class="mp-links columns-2">
* {{MP link|Important page here|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Random page|link=Special:Random}}
* {{MP link|Example character|link=Example character|image=Example_character_image.png|size=92px}}
* {{MP link|Example character infobox|link=Template:Example character infobox|image=Example_character_image.png|size=92px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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wikitext
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{{Main page box/start
| title = Useful wiki pages
| class = centered-content
}}
<div class="mp-links columns-2">
* {{MP link|Important page here|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Random page|link=Special:Random}}
* {{MP link|Example character|link=Example character|image=Example_character_image.png|size=92px}}
* {{MP link|Example character infobox|link=Template:Example character infobox|image=Example_character_image.png|size=92px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Azmar Quest Wiki/about
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{{Main page box/start
| title = About Azmar Quest
}}
This is an example main page. You can redesign it however you want, or you can keep the layout the same but change the contents (e.g. this part should talk about your game). Take a look at some other wiki.gg wikis for inspiration!
<div style="text-align:right">[[Azmar Quest|Read more...]]</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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{{Main page box/start
| title = About Azmar Quest
}}
This is an example main page. You can redesign it however you want, or you can keep the layout the same but change the contents (e.g. this part should talk about your game). Take a look at some other wiki.gg wikis for inspiration!
<div style="text-align:right">[[Azmar Quest|Read more...]]</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Azmar Quest Wiki/contribute
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{{Main page box/start
| title = Contribute to the wiki
}}
{{SITENAME}} is a collaborative wiki resource that is open for anyone to edit. You don't need special permission beyond [[Special:UserLogin/signup|registering]] an account to edit most pages, and your contributions can grow the wiki and help other players.
; Adding content
:* If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
:* An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
:* [[Special:UserLogin/signup|Register]] to edit and track your contributions.
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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{{Main page box/start
| title = Contribute to the wiki
}}
{{SITENAME}} is a collaborative wiki resource that is open for anyone to edit. You don't need special permission beyond [[Special:UserLogin/signup|registering]] an account to edit most pages, and your contributions can grow the wiki and help other players.
; Adding content
:* If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
:* An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
:* [[Special:UserLogin/signup|Register]] to edit and track your contributions.
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Azmar Quest Wiki/external
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{{Main page box/start
| title = External links
}}
<div class="mp-links columns-2">
* {{MP link|Official site|link=https://wiki.gg}}
* {{MP link|Discord|link=https://discord.gg/rTnST57tuW|image=Discord.svg|size=64x64px}}
* {{MP link|Bluesky|link=https://bsky.app/profile/wiki.gg|image=Bluesky.svg|size=64x64px}}
* {{MP link|indie.io|link=https://www.indie.io/|image=indie.io.svg|size=64x64px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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wikitext
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{{Main page box/start
| title = External links
}}
<div class="mp-links columns-2">
* {{MP link|Official site|link=https://wiki.gg}}
* {{MP link|Discord|link=https://discord.gg/rTnST57tuW|image=Discord.svg|size=64x64px}}
* {{MP link|Bluesky|link=https://bsky.app/profile/wiki.gg|image=Bluesky.svg|size=64x64px}}
* {{MP link|indie.io|link=https://www.indie.io/|image=indie.io.svg|size=64x64px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Meta:Copyrights
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<!--''[[GAME]]'' content and materials are the intellectual property of their respective owners.
-->Content that you make available on {{SITENAME}} is licensed by you to us under our [{{int:wikigg-tos-url}} Terms of Service]. Do not make content available on {{SITENAME}} where you do not have the necessary rights to grant this license.
All textual and graphical content on {{SITENAME}} that we may lawfully license is licensed to you under the [https://creativecommons.org/licenses/by-sa/4.0 Creative Commons Attribution-ShareAlike 4.0] license.
[[Category:Legal notices]]
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<!--''[[GAME]]'' content and materials are the intellectual property of their respective owners.
-->Content that you make available on {{SITENAME}} is licensed by you to us under our [{{int:wikigg-tos-url}} Terms of Service]. Do not make content available on {{SITENAME}} where you do not have the necessary rights to grant this license.
All textual and graphical content on {{SITENAME}} that we may lawfully license is licensed to you under the [https://creativecommons.org/licenses/by-sa/4.0 Creative Commons Attribution-ShareAlike 4.0] license.
[[Category:Legal notices]]
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Module:Infobox
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Scribunto
text/plain
-- version 0.1.7
--------------------------------------
-- User settings, you can modify these
--------------------------------------
-- if you want to not always use divs in your wiki (as opposed to tables), you can change this default
-- just remember to change it back each time you update from the main "branch" on the support wiki!
-- you can also control it per infobox with `|useDivs=yes` or `|useDivs=no`
local USE_DIVS = true -- `false` or `true`
-- default value to show if a param is missing in some but not all tabs.
-- set to `nil` (not in quotes) to remove such rows altogether in the tabs where they're missing
local TABBED_NONEXIST = nil -- `''` or `nil` or `'N/A'` etc. Don't put nil in quotes.
---------------------------------------------------------------------------
-- Do not modify anything below this line unless you know what you're doing
---------------------------------------------------------------------------
local h = {}
local p = {}
local hooks = {}
function p.arraymap(frame)
-- a lua implementation of Page Forms' arraymap
local args = h.overwrite()
local items = h.split(args[1], args[2] or ',')
for i, item in ipairs(items) do
items[i] = args[4]:gsub(args[3], item)
end
return table.concat(items, args[5] or ',')
end
function p.preprocess(frame)
return frame:preprocess(frame.args[1] or frame:getParent().args[1])
end
function p.main(frame)
h.registerHooks()
h.increment()
local args = h.overwrite()
local sep = args.sep or ','
h.castArgs(args, sep)
if h.castBool(args.setmainimage or 'yes') then
h.setMainImage(args.images[1])
end
-- suggest to use HIDDENCAT here; will be used for maintenance & gadget imports
return h.makeInfobox(args, sep), '[[Category:Pages with DRUID infoboxes]]'
end
function h.registerHooks()
if not mw.title.new('Module:Infobox/Hooks').exists then return end
hooks = require('Module:Infobox/Hooks')
end
function h.runHook(key, ...)
if hooks[key] then
hooks[key](...)
end
end
function h.increment()
-- optional use of VariablesLua for better compatibility
local VariablesLua = mw.ext.VariablesLua
if VariablesLua == nil then
local res
-- try to fall back to normal Variables
res, h.counter = pcall(
function()
return mw.getCurrentFrame():callParserFunction('#var', {'DRUID_INFOBOX_ID', 0}) + 1
end
)
if res then
mw.getCurrentFrame():callParserFunction('#vardefine', {'DRUID_INFOBOX_ID', h.counter})
else
-- else use a random number so at least there's some unique id
h.counter = math.random(100000000000000000) -- random integer
end
else
h.counter = VariablesLua.var('DRUID_INFOBOX_ID', 0) + 1
VariablesLua.vardefine('DRUID_INFOBOX_ID', h.counter)
end
end
function h.castArgs(args, sep)
h.runHook('onCastArgsStart', args, sep, args.kind)
args.tabs = h.split(args.tabs or args.image_labels, sep)
args.images = h.getImages(args, sep)
args.sections = h.split(args.sections, sep)
for _, section in ipairs(args.sections) do
if h.castBool(args[section .. '_isdata']) then
args[section .. 'Data'] = args[section]
args[section] = section .. 'Data'
args[section .. 'Data_nolabel'] = 'true' -- will be cast later
end
args[section] = h.split(args[section], sep)
args[section .. '_tabs'] = h.split(args[section .. '_tabs'], sep)
if #args.tabs > 0 and #args[section .. '_tabs'] > 0 then
error(('You cannot specify |tabs= and |%s= at the same time, please pick one'):format(section .. '_tabs'))
end
end
if args.useDivs then
USE_DIVS = h.castBool(args.useDivs)
end
-- this would be in the outer scope, but we're hiding it
h.entityType = USE_DIVS and 'div' or 'table' -- key of h.htmlEntities
h.runHook('onCastArgsEnd', args, sep, args.kind)
end
function h.getImages(args, sep)
if args.image and not args.images then
args.images = args.image
end
if args.images then
return h.split(args.images, sep)
end
if not args.tabs then return {} end
local ret = {}
for _, key in ipairs(args.tabs) do
if args[key .. '_image'] then
ret[#ret+1] = args[key .. '_image']
end
end
return ret
end
function h.setMainImage(file)
if h.counter > 1 then return end
if not file then return end
local fileText = file:gsub('.-:', '')
fileText = fileText:gsub('^([^|%]]+).*', '%1')
-- setmainimage is guaranteed to exist on wiki.gg but may not exist on other wikis
-- it's not a crucial piece of functionality so we'll fail silently if it doesn't exist
pcall(function() mw.getCurrentFrame():callParserFunction{
name = '#setmainimage',
args = { fileText },
} end)
end
function h.makeInfobox(args, sep)
local out = mw.html.create(h.getTag('container'))
:addClass('druid-infobox')
:addClass('druid-container')
:addClass('noexcerpt')
:addClass(args.class) -- warning: class can be nil, don't concat anything
:attr('id', args.id or ('druid-container-' .. h.counter))
h.runHook('onMakeOutputStart', out, args)
if args.kind then out:addClass('druid-container-' .. h.escape(args.kind)) end
h.printTitle(out, args)
h.printImages(out, args.images, args)
for _, section in ipairs(args.sections) do
-- cannot begin tagging here because we don't know if any applicable args are present
local cols = args[section .. '_columns']
local makeSection = cols and h.makeGridSection or h.makeSection
out:node(makeSection(section, args[section], args, tonumber(cols)))
end
h.runHook('onMakeOutputEnd', out, args)
-- category for gadget loading
return out, '[[Category:Pages with DRUID infoboxes]]'
end
function h.printTitle(out, args)
local tabs = args.tabs
if not tabs or #tabs == 0 then
h.printSimpleTitle(out, args)
return
end
if not h.hasComplexData('title', tabs, args) then
h.printSimpleTitle(out, args)
return
end
local node = h.printTitleWrapper(out)
h.printTabbedDataItem(node, 'title', tabs, args)
end
function h.printSimpleTitle(out, args)
if args.title then
local node = h.printTitleWrapper(out)
node:wikitext(args.title)
end
end
function h.printTitleWrapper(out)
return out:tag(h.getTag('titleOuter'))
:tag(h.getTag('titleInner'))
:addClass('druid-title')
:attr('colspan', 2)
end
function h.printTabbedDataItem(node, item, tabs, args)
-- hasData isn't used in the title case but we will need to track this
-- when we're printing section data later on
-- so we'll just track it always
local hasData = false
for i, label in ipairs(tabs) do
local div = node:tag('div')
:addClass('druid-toggleable-data')
:addClass('druid-toggleable')
:attr('data-druid', h.counter .. '-' .. i)
:attr('data-druid-tab-key', label)
if h.getTabbedContent(args, label, item) then
hasData = true
div:wikitext('\n\n' .. h.getTabbedContent(args, label, item))
div:addClass('druid-toggleable-data-nonempty')
else
div:addClass('druid-toggleable-data-empty')
end
if i == 1 then div:addClass('focused') end
end
return hasData
end
function h.printImages(out, images, args)
if #images == 0 and #args.tabs == 0 then return end
-- burden is on the user to format this as an image. this should be done in the infobox template,
-- with something like |image={{#if:{{{image|}}}|[[File:{{{image|}}}{{!}}300px{{!}}link=]]}}
local td = out:tag(h.getTag('section'))
:addClass('druid-section-container')
:tag(h.getTag('cell'))
:attr('colspan', 2)
local tabs = args.tabs
local tabTexts = h.getImageTabTexts(tabs, images, args)
h.printTabs(td, tabs, tabTexts, false, args)
if #images == 0 then return end
if #images == 1 then
td:addClass('druid-main-image')
:wikitext(images[1])
if args.caption then
td:tag('div')
:addClass('druid-main-image-caption')
:wikitext(args.caption)
end
return
end
td:addClass('druid-main-images')
local imagesContainer = td:tag('div')
:addClass('druid-main-images-files')
for i, image in ipairs(images) do
local container = imagesContainer:tag('div')
:addClass('druid-main-images-file')
:addClass('druid-toggleable')
:attr('data-druid', h.counter .. '-' .. i)
:wikitext(image)
:attr('data-druid-tab-key', tabs[i])
local labelText
if tabs[i] then
labelText = args[tabs[i] .. '_label'] or tabs[i]
else
labelText = '[[Category:Infoboxes missing image labels]]Image ' .. i
end
if args[labelText .. '_caption'] then
container:tag('div')
:addClass('druid-main-images-caption')
:wikitext(args[labelText .. '_caption'])
end
if i == 1 then
container:addClass('focused')
end
end
end
function h.getImageTabTexts(tabs, images, args)
if #tabs == 0 and #images <= 1 then return {} end
local texts = {}
local i = 1
while images[i] or tabs[i] do
if tabs[i] then
texts[i] = args[tabs[i] .. '_label'] or tabs[i]
else
texts[i] = '[[Category:Infoboxes missing image labels]]Image ' .. i
end
i = i + 1
end
return texts
end
function h.printTabs(td, tabs, texts, isSection, args)
if #texts == 0 then return end
local container = td:tag('div')
:addClass('druid-main-images-labels')
:addClass('druid-tabs')
if isSection then
container:addClass('druid-section-tabs')
end
for i, item in ipairs(tabs) do
local label = container:tag('div')
:addClass('druid-main-images-label')
:addClass('druid-tab')
:addClass('druid-toggleable')
:attr('data-druid', h.counter .. '-' .. i)
:wikitext(texts[i])
:attr('data-druid-tab-key', item)
if isSection then
label:addClass('druid-section-tab')
else
label:addClass('druid-title-tab')
end
if i == 1 then
label:addClass('focused')
end
-- this can be null, don't concat anything here
label:addClass(args[item .. '_class'])
end
end
function h.makeGridSection(section, sectionFields, args, numCols)
local numItems = h.countItems(sectionFields, section, args)
if numItems == 0 then return end
local node = mw.html.create(h.getTag('section'))
:addClass('druid-section-container')
h.printSectionHeader(node, section, args)
h.printSectionTabs(node, section, args)
local tr = node:tag(h.getTag('row'))
:attr('data-druid-section-row', h.escape(section))
if args[section .. '_collapsed'] then
tr:addClass('druid-collapsed')
end
local grid = tr:tag(h.getTag('cell'))
:attr('colspan', 2)
:addClass('druid-grid-section')
:addClass('druid-grid-section-' .. h.escape(section))
:addClass(args[section .. '_class']) -- warning: class can be nil, don't concat anything
:tag('div')
:addClass('druid-grid')
local row, col, i = 1, 1, 1
local sizeOfLastRow = numItems % numCols
local lcm = h.getNumGridCols(numItems, sizeOfLastRow, numCols)
grid:css('grid-template-columns', ('repeat(%s, 1fr)'):format(lcm))
local size = lcm / numCols
for _, item in ipairs(sectionFields) do
local node = mw.html.create('div')
local shouldPrint = h.printData(node, item, section, args)
if shouldPrint then
if i == numItems - sizeOfLastRow + 1 then
size = lcm / sizeOfLastRow
end
i = i + 1
local gStart = (col - 1) * size + 1
local gEnd = (col) * size + 1
local itemContainer = grid:tag('div')
:addClass('druid-grid-item')
:addClass('druid-grid-item-' .. h.escape(item))
:addClass(args[item .. '_class']) -- warning: class can be nil, don't concat anything
:css('grid-column', ('%s / %s'):format(gStart, gEnd))
:css('grid-row', row)
if not h.castBool(args[item .. '_nolabel']) then
h.printLabel(itemContainer:tag('div'), item, args)
end
itemContainer:node(node)
if col == numCols then
row = row + 1
col = 1
else
col = col + 1
end
end
end
return node
end
function h.makeSection(section, sectionFields, args)
if section == '' then return end -- bruteforce fix for trailing commas
local shouldPrint = false
local container = mw.html.create(h.getTag('section'))
:addClass('druid-section-container')
:addClass(args[section .. '_class']) -- warning: class can be nil, don't concat anything
h.printSectionHeader(container, section, args)
h.printSectionTabs(container, section, args)
for _, item in ipairs(sectionFields) do
local node = mw.html.create(h.getTag('cell'))
local shouldPrintItem = h.printData(node, item, section, args)
if shouldPrintItem then
shouldPrint = true
local tr = container:tag(h.getTag('row'))
:addClass('druid-row')
:addClass('druid-row-' .. h.escape(item))
:addClass(args[item .. '_class']) -- warning: class can be nil, don't concat anything
:attr('data-druid-section-row', h.escape(section))
if args[section .. '_collapsed'] then
tr:addClass('druid-collapsed')
end
if h.castBool(args[item .. '_wide']) or h.castBool(args[item .. '_nolabel']) then
node
:attr('colspan', 2)
:addClass('druid-data-wide')
else
h.printLabel(tr:tag(h.getTag('label')), item, args)
end
tr:node(node)
end
end
if not shouldPrint then return nil end
return container
end
function h.countItems(sectionFields, section, args)
local numItems = 0
for _, v in ipairs(sectionFields) do
-- we aren't actually printing here, but we're finding out if we should print anything
-- because we need the count of columns before we print anything in grid data
if h.printData(mw.html.create(), v, section, args) then
numItems = numItems + 1
end
end
return numItems
end
function h.getNumGridCols(numItems, sizeOfLastRow, numCols)
if not numCols then return numItems, 1 end
if numItems < numCols then return numItems, 1 end
if sizeOfLastRow == 0 then
return numCols, 1
end
local a, b = sizeOfLastRow, numCols
while b ~= 0 do
a, b = b, a % b
end
local lcm = sizeOfLastRow * numCols / a
return lcm
end
function h.printLabel(node, item, args)
return node
:addClass('druid-label')
:addClass('druid-label-' .. h.escape(item))
:wikitext(args[item .. '_display'] or args[item .. '_label'] or item)
end
function h.printData(node, item, section, args)
-- prints data to the node
-- and also returns whether the item is nonempty or not
local hasData = false
local sectionTabs = args[section .. '_tabs']
local tabs = args.tabs
if sectionTabs and #sectionTabs > 0 then
tabs = sectionTabs
end
if not tabs or #tabs == 0 then
return h.printSimpleData(node, item, args)
end
if not h.hasComplexData(item, tabs, args) then
return h.printSimpleData(node, item, args)
end
hasData = hasData or h.printTabbedDataItem(node, item, tabs, args)
if hasData then
node:addClass('druid-data')
end
return hasData
end
function h.getTabbedContent(args, label, item)
return args[label .. '_' .. item] or args[item] or TABBED_NONEXIST
end
function h.printSimpleData(node, item, args)
if args[item] and type(args[item]) ~= 'string' then
error(("Invalid use of field %s as both a section and a data value"):format(item))
end
if not args[item] then return false end
node:addClass('druid-data')
:addClass('druid-data-' .. h.escape(item))
:addClass('druid-data-nonempty')
:wikitext('\n\n' .. args[item])
return true
end
function h.hasComplexData(item, tabs, args)
for _, v in ipairs(tabs) do
if args[v .. '_' .. item] then return true end
end
return false
end
function h.printSectionHeader(node, section, args)
if h.castBool(args[section .. '_nolabel']) then return end
local tr = node:tag(h.getTag('row'))
:attr('data-druid-section', h.escape(section))
local th = tr:tag(h.getTag('sectionTitle'))
:attr('colspan', 2)
:addClass('druid-section')
:addClass('druid-section-' .. h.escape(section))
if args[section .. '_collapsible'] or args[section .. '_collapsed'] then
tr:addClass('druid-collapsible')
if args[section .. '_collapsed'] then
tr:addClass('druid-collapsible-collapsed')
end
end
local emptySections = {}
for _, label in ipairs(args.tabs) do
local hasLabel = false
for _, item in ipairs(args[section] or {}) do
if h.getTabbedContent(args, label, item) then
hasLabel = true
end
end
if not hasLabel then emptySections[label] = true end
end
if not next(emptySections) then
th:wikitext(args[section .. '_label'] or section)
return
end
for i, label in ipairs(args.tabs) do
local div = th:tag('div')
:addClass('druid-toggleable-heading')
:addClass('druid-toggleable')
:attr('data-druid', h.counter .. '-' .. i)
:wikitext(args[section .. '_label'] or section)
-- we are going to print the section content even in empty nodes
-- for compatibility with browsers without :has, where hiding empty rows won't happen
if emptySections[label] then
div:addClass('druid-toggleable-heading-empty')
end
if i == 1 then
div:addClass('focused')
end
end
end
function h.printSectionTabs(node, section, args)
local tabs = args[section .. '_tabs']
if not tabs or #tabs == 0 then return end
local tr = node:tag(h.getTag('sectionTabsOuter'))
:attr('data-druid-section', h.escape(section))
local th = tr:tag(h.getTag('sectionTabs'))
:attr('colspan', 2)
:addClass('druid-section-tabs')
:addClass('druid-section-tabs-' .. h.escape(section))
local texts = {}
for i, item in ipairs(tabs) do
texts[i] = args[item .. '_label'] or item
end
h.printTabs(th, tabs, texts, true, args)
end
----------------------------
-- general utility functions
----------------------------
function h.overwrite()
-- this is a generic utility function that collects args from the invoke call & the parent template.
-- normally, you merge args with parent template overwriting the invoke call, but
-- since we'll be putting markup/formatting into our invoke call,
-- we actually want to overwrite what the user sent.
local f = mw.getCurrentFrame()
local origArgs = f.args
local parentArgs = f:getParent().args
local args = {}
for k, v in pairs(parentArgs) do
v = mw.text.trim(v)
if v ~= '' then
args[k] = v
end
end
for k, v in pairs(origArgs) do
v = mw.text.trim(tostring(v))
if v ~= '' then
args[k] = v
end
end
return args
end
-- generic utility functions
-- these would normally be provided by other modules, but to make installation easy
-- I'm including everything here
function h.split(text, pattern, plain)
if not text then
return {}
end
local ret = {}
for m in h.gsplit(text, pattern, plain) do
ret[#ret+1] = m
end
return ret
end
function h.gsplit( text, pattern, plain )
if not pattern then pattern = ',' end
if not plain then
pattern = '%s*' .. pattern .. '%s*'
end
local s, l = 1, text:len()
return function ()
if s then
local e, n = text:find( pattern, s, plain )
local ret
if not e then
ret = text:sub( s )
s = nil
elseif n < e then
-- Empty separator!
ret = text:sub( s, e )
if e < l then
s = e + 1
else
s = nil
end
else
ret = e > s and text:sub( s, e - 1 ) or ''
s = n + 1
end
return ret
end
end, nil, nil
end
function h.escape(s)
s = s:gsub(' ', '')
:gsub('"', '')
:gsub("'", '')
:gsub("%?", '')
:gsub("%%", '')
:gsub("%[", '')
:gsub("%]", '')
:gsub("{", '')
:gsub("}", '')
:gsub("!", '')
return s
end
-- normally I would make these constants at the top of the file
-- but I don't want to mistake them with user-set constants
h.boolFalse = { ['false'] = true, ['no'] = true, [''] = true, ['0'] = true, ['nil'] = true }
function h.castBool(x)
if not x then return false end
return not h.boolFalse[tostring(x):lower()]
end
h.htmlEntities = {
table = {
container = 'table',
titleOuter = 'tr',
titleInner = 'th',
section = '',
sectionTitle = 'th',
sectionTabsOuter = 'tr',
sectionTabs = 'td',
row = 'tr',
label = 'th',
cell = 'td',
},
div = {
container = 'div',
titleOuter = 'div',
titleInner = 'div',
section = 'div',
sectionTitle = 'div',
sectionTabsOuter = 'div',
sectionTabs = 'div',
row = 'div',
label = 'div',
cell = 'div',
}
}
function h.getTag(key)
-- try not to totally fail here
return h.htmlEntities[h.entityType or 'div'][key]
end
return p
0b872baa88950499ed588906ea3b07f363640076
Module:Infobox/doc
828
11
19
2025-06-02T23:03:31Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
{{luadoc}}
This module enables the creation of [[support:DRUID infoboxes|DRUID infoboxes]].
0ce687b29fc5e2d6cad14853a8412fa91910000f
Module:Navbox
828
12
20
2025-06-02T23:03:32Z
ARTIFICER
564804
Importing default loadout
Scribunto
text/plain
-- version 1.2.4
-- config table for RANGER.
-- If you want to change the default config, DO NOT change it here,
-- please do it via the `onLoadConfig` hook in [[Module:Navbox/Hooks]].
local config = {
default_navbox_class = "navigation-not-searchable", -- Base value of the `class` parameter.
default_title_class = nil, -- Base value of the `title_class` parameter.
default_above_class = nil, -- Base value of the `above_class` parameter.
default_below_class = nil, -- Base value of the `below_class` parameter.
default_section_class =nil, -- Base value of the `section_class` parameter.
default_header_class = nil, -- Base value of the `header_class` parameter.
default_group_class = nil, -- Base value of the `group_class` parameter.
default_list_class = 'hlist', -- Base value of the `list_class` parameter.
default_header_state = nil, -- Base value of the `state` parameter.
editlink_hover_message_key = 'Navbox-edit-hover', -- The system message name for hover text of the edit icon.
custom_render_handle = nil, -- usually for debugging purposes only. if set, it should be a function accept 2 parameters: `dataTree` and `args`, and return a string as module output.
}
---------------------------------------------------------------------
-- Argument alias.
local CANONICAL_NAMES = {
['titlestyle'] = 'title_style',
['listclass'] = 'list_class',
['groupstyle'] = 'group_style',
['collapsible'] = 'state',
['editlink'] = 'meta',
['editlinks'] = 'meta',
['editicon'] = 'meta',
['edit_link'] = 'meta',
['edit_links'] = 'meta',
['edit_icon'] = 'meta',
['navbar'] = 'meta',
['name'] = 'template',
['evenodd'] = 'striped',
['class'] = 'navbox_class',
['css'] = 'navbox_style',
['style'] = 'navbox_style',
['group'] = '1:group',
['list'] = '1:list',
}
local DEFAULT_ARGS = {
['meta'] = true,
}
local STATES = {
['no'] = '',
['off'] = '',
['plain'] = '',
['collapsed'] = 'mw-collapsible mw-collapsed',
['expanded'] = 'mw-collapsible',
}
local BOOL_FALSE = {
['no'] = true,
['off'] = true,
['false'] = true,
}
local STRIPED = {
['odd'] = 'striped-odd',
['swap'] = 'striped-odd',
['y'] = 'striped-even',
['yes'] = 'striped-even',
['on'] = 'striped-even',
['even'] = 'striped-even',
['striped'] = 'striped-even',
}
local NAVBOX_CHILD_INDICATOR = '!!C$H$I$L$D!!'
local NAVBOX_CHILD_INDICATOR_LENGTH = string.len( NAVBOX_CHILD_INDICATOR )
local CLASS_PREFIX = 'ranger-'
---------------------------------------------------------------------
local p = {}
local h = {} -- non-public
local hooks = mw.title.new('Module:Navbox/Hooks').exists and require('Module:Navbox/Hooks') or {}
---------------------------------------------------------------------
-- For templates: {{#invoke:navbox|main|...}}
function p.main(frame)
local args = p.mergeArgs(frame)
return p.build(args, true)
end
-- For modules: return require('module:navbox').build(args)
-- By default this method will skip the arguments sanitizing phase
-- (and onSanitizeArgsStart/onSanitizeArgsEnd hooks).
-- Set `doParseArgs` to true to do arguments sanitizing.
-- If `customConfig` table is provided, it will be merged into default config table (after onLoadConfig()).
-- If `customHooks` table is provided, all default hook handles will be overrided, unprovided hooks will be empty.
function p.build(args, doParseArgs, customConfig, customHooks)
if customHooks then
hooks = customHooks
end
if doParseArgs then
args = h.parseArgs(args)
end
h.runHook('onLoadConfig', config, args)
if customConfig then
for k,v in pairs(customConfig) do
config[k] = v
end
end
--merge default args
for k,v in pairs(DEFAULT_ARGS) do
if args[k] == nil then
args[k] = DEFAULT_ARGS[k]
end
end
h.runHook('onBuildTreeStart', args)
local dataTree = h.buildDataTree(args)
h.runHook('onBuildTreeEnd', dataTree, args)
if type(config.custom_render_handle) == 'function' then
return config.custom_render_handle(dataTree, args)
else
return h.render(dataTree)
end
end
-- merge args from frame and frame:getParent()
-- It may be used when creating custom wrapping navbox module.
--
-- For example, Module:PillNavbox
--
-- local RANGER = require('Module:Navbox')
-- local p = {}
-- function p.main(frame)
-- return RANGER.build(RANGER.mergeArgs(frame), true, {
-- default_navbox_class = 'pill', -- use "pill" style by default.
-- })
-- end
-- return p
--
function p.mergeArgs(frame)
local inputArgs = {}
for k, v in pairs(frame.args) do
v = mw.text.trim(tostring(v))
if v ~= '' then
inputArgs[k] = v
end
end
for k, v in pairs(frame:getParent().args) do
v = mw.text.trim(v)
if v ~= '' then
inputArgs[k] = v
end
end
return inputArgs
end
------------------------------------------------------------------------
-- equivalent to mw.text.split(str, div, true) for non-empty separator, but can be over 60x faster, since the latter is Unicode-aware.
-- Original version credit: http://richard.warburton.it.
function h.explode(div, str)
if (div=='') then return nil end
local pos,arr = 0,{}
-- for each divider found
for st,sp in function() return string.find(str,div,pos,true) end do
arr[#arr+1] = string.sub(str,pos,st-1) -- Attach chars left of current divider
pos = sp+1 -- Jump past current divider
end
arr[#arr+1] = string.sub(str,pos) -- Attach chars right of last divider
return arr
end
function h.parseArgs(inputArgs)
h.runHook('onSanitizeArgsStart', inputArgs)
local args = {}
for k, v in pairs(inputArgs) do
if type(k) == 'string' then
-- all named args have already been trimmed
local key = h.normalizeKey(k)
args[key] = h.normalizeValue(key, v)
else
args[k] = mw.text.trim(v) -- keep number-index arguments (for {{navbox|child|...}})
end
end
h.runHook('onSanitizeArgsEnd', args, inputArgs)
return args
end
-- Normalize the name string of arguments.
-- the normalized form is (index:)?name, in which:
-- index is number index such as 1, 1.3, 1.2.45,
-- name is in lowercase underscore-case, such as group, group_style
-- e.g: header_state, 1.3:list_style
-- the input argument name can be:
-- * camel-case: listStyle, ListStyle
-- * space separated: list style
-- * prefix+index+postfix?, and can be in camel-case or space/hyphen separated or mixed: list 1 style, list1, list1Style, list1_style
-- * index.name: 1.3.list
-- * index_name: 1.3_list (Space separated are treated as underscore separated, therefore 1.3 list are vaild too)
function h.normalizeKey(s)
-- camel-case to lowercase underscore-case
s = s:gsub('%l%f[%u]', '%0_') -- listStyle to list_style
s = (s:gsub(' ', '_')):lower() -- space to underscore
s = s:gsub('%l%f[%d]', '%0_') -- group1* to group_1*
s = s:gsub('%d%f[%l]', '%0_') -- *1style to *1_style
-- number format x_y_z to x.y.z
s = s:gsub('(%d)_%f[%d]', '%1%.')
-- move index to the beginning:
-- group_1.2_style to 1.2:group_style
-- group_1 to 1:group
s = s:gsub('^([%l_]+)_([%d%.]+)', '%2:%1')
-- support index.name and index_name:
-- 1.2.group / 1.2_group to 1.2:group
s = s:gsub('^([%d%.]+)[%._]%f[%l]', '%1:')
-- now the key should be in normalized form, if the origin key is vaild
-- standardize *_css to *_style
s = s:gsub('_css$', '_style')
-- standardize *collapsible to *state
s = s:gsub('collapsible$', 'state')
-- standardize all aliases to the canonical name
return CANONICAL_NAMES[s] or s
end
function h.normalizeValue(k, v)
k = tostring(k)
if k:find('_style$') then
v = (v .. ';'):gsub(';;', ';')
return v
elseif k:find('state$') then
return STATES[v]
elseif k == 'striped' then
return STRIPED[v]
elseif k == 'meta' then
return not BOOL_FALSE[v]
elseif v:sub(1, 2) == '{|' or v:match('^[*:;#]') then
-- Applying nowrap to lines in a table does not make sense.
-- Add newlines to compensate for trim of x in |parm=x in a template.
return '\n' .. v ..'\n'
end
return v
end
-- parse arguments, convert them to structured data tree
function h.buildDataTree(args)
-- parse args to a tree
local tree = h.buildTree(args)
-- build root navbox data
local data = h.buildNavboxData(tree.info)
-- Recursively build section tree
if tree.children then
data.sections = h.buildSections(tree.children, {
listClass = h.mergeAttrs(args.list_class, config.default_list_class),
listStyle = args.list_style,
groupClass = h.mergeAttrs(args.group_class, config.default_group_class),
groupStyle = args.group_style,
sectionClass = h.mergeAttrs(args.section_class, config.default_section_class),
sectionStyle = args.section_style,
headerClass = h.mergeAttrs(args.header_class, config.default_header_class),
headerStyle = args.header_style,
headerState = args.header_state or config.default_header_state,
})
end
if args[1] == 'child' then
data.CHILD_MODE = true
end
return data
end
function h.buildSections(list, defaults)
local sections = {}
local section = nil
for k, node in h.orderedPairs(list) do
local info = node.info or {}
--start a new section if needed
if info.header or not section then
section = {
class = h.mergeAttrs(info.section_class, defaults.sectionClass),
style = h.mergeAttrs(info.section_style, defaults.sectionStyle),
body = {}
}
-- Section header if needed.
-- If the value of a `|header_n=` is two or more consecutive "-" characters (e.g. --, -----),
-- it means start a new section without header, and the new section will be not collapsable.
if info.header and not string.match(info.header, '^%-%-+$') then
section.header = {
content = info.header,
class = h.mergeAttrs(info.header_class, defaults.headerClass),
style = h.mergeAttrs(info.header_style, defaults.headerStyle),
}
section.state = info.state or defaults.headerState or 'mw-collapsible'
end
sections[#sections+1] = section
end
-- above/below for this section
if info.above then
section.above = {
content = info.above,
class= h.mergeAttrs(info.above_class, config.default_above_class),
style = info.above_style,
}
end
if info.below then
section.below = {
content = info.below,
class= h.mergeAttrs(info.below_class, config.default_below_class),
style = info.below_style,
}
end
-- this group+list row
if info.group or info.list or node.children then
local row = {}
section.body[#section.body+1] = row
if info.group then
row.group = {
content = info.group,
class = h.mergeAttrs(info.group_class, defaults.groupClass),
style = h.mergeAttrs(info.group_style, defaults.groupStyle),
}
end
if info.list then
if string.sub(info.list, 1, NAVBOX_CHILD_INDICATOR_LENGTH) == NAVBOX_CHILD_INDICATOR then
-- it is from {{navbox|child| ... }}
row.sections = mw.text.jsonDecode(string.sub(info.list, NAVBOX_CHILD_INDICATOR_LENGTH+1))
else
row.list = {
content = info.list,
class = h.mergeAttrs(info.list_class, defaults.listClass),
style = h.mergeAttrs(info.list_style, defaults.listStyle),
}
end
end
-- sub-nodes, will override {{navbox|child| ... }}
if node.children then
row.sections = h.buildSections(node.children, defaults)
end
end
end
-- flatten if needed:
-- If a section has only one list with no content and no corresponding group but has sublists, these sublists will be moved to upper level.
for _, sect in ipairs(sections) do
if #sect.body == 1 then
local node = sect.body[1]
if not node.group and not node.list and node.sections and #node.sections == 1 and not node.sections[1].header then
sect.body = node.sections[1].body
end
end
end
return sections
end
function h.buildNavboxData(info)
local data = {
state = info.state or 'mw-collapsible', -- here we need a default value for empty input
striped = info.striped,
class = h.mergeAttrs(info.navbox_class, config.default_navbox_class),
style = info.navbox_style,
}
-- data for titlebar
if info.title or info.meta or data.state ~= '' then
data.title = {
content = info.title,
class = h.mergeAttrs(info.title_class, config.default_title_class),
style = info.title_style,
}
if info.meta then
data.metaLinks = {
link = info.meta_link, -- will be used as [[$link|$text]]
url = info.meta_url, -- will be used as [$url $text], only if there is no data.metaLinks.link
text = info.meta_text, --hovertext
}
if not info.meta_link and not info.meta_url then
-- default link target
local title = mw.title.new(info.template or mw.getCurrentFrame():getParent():getTitle(), 'Template')
if not title then
error('Invalid title ' .. info.template)
end
data.metaLinks.link = title.fullText
end
if not info.meta_text then
local msg = mw.message.new(config.editlink_hover_message_key)
data.metaLinks.text = msg:exists() and msg:plain() or 'View or edit this template'
end
end
end
-- above/below
if info.above then
data.above = {
content = info.above,
class= h.mergeAttrs(info.above_class, config.default_above_class),
style = info.above_style,
}
end
if info.below then
data.below = {
content = info.below,
class= h.mergeAttrs(info.below_class, config.default_below_class),
style = info.below_style,
}
end
return data
end
-- parse arguments, convert them into a tree based on their index
-- each node on tree is { info = { #data for this node# }, children = {#children nodes#} }
function h.buildTree(args, defaults)
local tree = { info = {} }
local check = function(key, value)
local index, name = string.match(key, '^([%d%.]+):(.+)$')
-- no number index found, for root node
if not index then
tree.info[key] = value
return
end
-- filter invalid number index
if string.match(index, '^%.') or string.match(index, '%.$') or string.match(index, '%.%.') then
return
end
-- find the node that matches the index in the tree
local arr = h.explode('.', index)
local node = tree
for _, v in ipairs(arr) do
v = tonumber(v)
if not node.children then
node.children = {}
end
if not node.children[v] then
node.children[v] = { info = {} }
end
node = node.children[v]
end
node.info[name] = value
end
for k,v in pairs(args) do
check(k, v)
end
return tree
end
function h.render(data)
-- handle {{navbox|child|...}} syntax
if data.CHILD_MODE then
return NAVBOX_CHILD_INDICATOR..mw.text.jsonEncode(data.sections)
end
----- normal case -----
local out = mw.html.create()
-- build navbox container
local navbox = out:tag('div')
:attr('role', 'navigation'):attr('aria-label', 'Navbox')
:addClass(CLASS_PREFIX..'navbox')
:addClass(data.class)
:addClass(data.striped)
:addClass(data.state)
:cssText(data.style)
--title bar
if data.title then
local titlebar = navbox:tag('div'):addClass(CLASS_PREFIX..'title')
titlebar:tag('div'):addClass('mw-collapsible-toggle-placeholder')
if data.metaLinks then
titlebar:node(h.renderMetaLinks(data.metaLinks))
end
if data.title then
titlebar:addClass(data.title.class):tag('div')
:addClass(CLASS_PREFIX..'title-text')
:addClass(data.title.class)
:cssText(data.title.style)
:wikitext(data.title.content)
end
end
--above
if data.above then
navbox:tag('div')
:addClass(CLASS_PREFIX..'above mw-collapsible-content')
:addClass(data.above.class)
:cssText(data.above.style)
:wikitext(data.above.content)
:attr('id', (not data.title) and mw.uri.anchorEncode(data.above.content) or nil) -- id for aria-labelledby attribute, if no title
end
-- sections
if data.sections then
h.renderSections(data.sections, navbox, 0, true)
else
-- Insert a blank section for completely empty navbox to ensure it behaves correctly when collapsed.
if not data.above and not data.below then
navbox:tag('div'):addClass(CLASS_PREFIX..'section mw-collapsible-content')
end
end
--below
if data.below then
navbox:tag('div')
:addClass(CLASS_PREFIX..'below mw-collapsible-content')
:addClass(data.below.class)
:cssText(data.below.style)
:wikitext(data.below.content)
end
return tostring(out)..'[[Category:Pages with navboxes]]' -- suggest to use HIDDENCAT here; will be used for maintenance & gadget imports
end
function h.renderSections(data, container, level, even)
for i,sect in ipairs(data) do
--section box
local section = container:tag('div')
:addClass(CLASS_PREFIX..'section mw-collapsible-content')
:addClass(sect.class)
:addClass(sect.state)
:cssText(sect.style)
-- section header
if sect.header then
section:tag('div')
:addClass(CLASS_PREFIX..'header')
:addClass(sect.header.class)
:cssText(sect.header.style)
:tag('div'):addClass('mw-collapsible-toggle-placeholder'):done()
:tag('div'):addClass(CLASS_PREFIX..'header-text'):wikitext(sect.header.content)
end
-- above:
if sect.above then
section:tag('div')
:addClass(CLASS_PREFIX..'above mw-collapsible-content')
:addClass(sect.above.class)
:cssText(sect.above.style)
:wikitext(sect.above.content)
end
-- body: groups&lists
local box = section:tag('div'):addClass(CLASS_PREFIX..'section-body mw-collapsible-content')
even = h.renderBody(sect.body, box, level, (level==0) and true or even) -- reset even status each section
-- below:
if sect.below then
section:tag('div')
:addClass(CLASS_PREFIX..'below mw-collapsible-content')
:addClass(sect.below.class)
:cssText(sect.below.style)
:wikitext(sect.below.content)
end
end
return even
end
function h.renderMetaLinks(info)
local box = mw.html.create('span'):addClass(CLASS_PREFIX..'meta')
local meta = box:tag('span'):addClass('nv nv-view')
if info.link then
meta:wikitext('[['..info.link..'|')
:tag('span'):wikitext(info.text):attr('title', info.text):done()
:wikitext(']]')
elseif info.url then
meta:wikitext('['..info.url..' ')
:tag('span'):wikitext(info.text):attr('title', info.text):done()
:wikitext(']')
end
return box
end
function h.renderBody(info, box, level, even)
local count = 0
for _,v in h.orderedPairs(info) do
if v.group or v.list or v.sections then
count = count + 1
-- row container
local row = box:tag('div'):addClass(CLASS_PREFIX..'row')
-- group cell
if v.group or (v.sections and level > 0 and not v.list) then
local groupCell = row:tag('div')
:addClass(CLASS_PREFIX..'group level-'..level)
:addClass((level > 0) and CLASS_PREFIX..'subgroup' or nil)
local groupContentWrap = groupCell:tag('div'):addClass(CLASS_PREFIX..'wrap')
if v.group then
groupCell:addClass(v.group.class):cssText(v.group.style)
groupContentWrap:wikitext(v.group.content)
else
groupCell:addClass('empty')
row:addClass('empty-group-list')
end
else
row:addClass('empty-group')
end
-- list cell
local listCell = row:tag('div'):addClass(CLASS_PREFIX..'listbox')
if not v.list and not v.sections then
listCell:addClass('empty')
row:addClass('empty-list')
end
if v.list or (v.group and not v.sections) then
--listCell:node(h.renderList(v['list'] or '', k, level, args))
even = not even -- flip even/odd status
local cell = listCell:tag('div')
:addClass(CLASS_PREFIX..'wrap')
:addClass(even and CLASS_PREFIX..'even' or CLASS_PREFIX..'odd')
if v.list then
cell:addClass(v.list.class):cssText(v.list.style)
:tag('div'):addClass(CLASS_PREFIX..'list'):wikitext(v.list.content)
end
end
if v.sections then
local sublistBox = listCell:tag('div'):addClass(CLASS_PREFIX..'sublist level-'..level)
even = h.renderSections(v.sections, sublistBox, level+1, even)
end
end
end
if count > 0 then
box:css('--count', count) -- for flex-grow
end
return even
end
-- pairs, but sort the keys alphabetically
function h.orderedPairs(t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0 -- iterator variable
local iter = function () -- iterator function
i = i + 1
if a[i] == nil then return nil
else return a[i], t[a[i]]
end
end
return iter
end
-- For cascading parameters, such as style or class, they are merged in exact order (from general to specific).
-- Any parameter starting with multiple hyphens(minus signs) will terminate the cascade.
-- An example:
-- For group_1.1, its style is affected by parameters |group_1.1_style=... , |subgroup_level_1_style=... , and |subgroup_style=... .
-- If we have |group_1.1_style= color:red; |subgroup_level_1_style= font-weight: bold; and |subgroup_style= color: green; ,
-- the style of group_1.1 will be style="color:green; font-weight: bold; color: red;" ;
-- if we have |group_1.1_style= -- color:red; |subgroup_level_1_style= font-weight: bold; and |subgroup_style= color: green; ,
-- the style of group_1.1 will be style="color: red;" only, and the cascade is no longer performed for |subgroup_level_1_style and |subgroup_style.
function h.mergeAttrs(...)
local trim = mw.text.trim
local s = ''
for i=1, select('#', ...) do
local v = trim(select(i, ...) or '')
local str = string.match(v, '^%-%-+(.*)$')
if str then
s = trim(str..' '..s)
break
else
s = trim(v..' '..s)
end
end
if s == '' then s = nil end
return s
end
function h.runHook(key, ...)
if hooks[key] then
hooks[key](...)
end
end
-----------------------------------------------
return p
3708af7780e043415ec8ae2dc63d8fc36bfe6e8d
Module:ArgsUtil
828
13
21
2025-06-02T23:03:32Z
ARTIFICER
564804
Importing default loadout
Scribunto
text/plain
local p = {}
function p.merge()
local f = mw.getCurrentFrame()
local origArgs = f.args
local parentArgs = f:getParent().args
local args = {}
for k, v in pairs(origArgs) do
v = mw.text.trim(tostring(v))
if v ~= '' then
args[k] = v
end
end
for k, v in pairs(parentArgs) do
v = mw.text.trim(v)
if v ~= '' then
args[k] = v
end
end
return args
end
return p
1d1b2105bd857dcc5e33c8c0a8a780f67cbae72e
Module:ArgsUtil/doc
828
14
22
2025-06-02T23:03:32Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
This is a basic module for processing args. Usage:
<syntaxhighlight lang="lua">
local util_args = require('Module:ArgsUtil')
local p = {}
function p.main(frame)
local args = util_args.merge() -- it is not necessary to pass a `frame` object; `merge` will generate its own
mw.logObject(args)
-- `args` now contains args passed via the template merged with defaults provided directly via the invoke.
-- anything the user sent via the template will be given priority.
end
return p
</syntaxhighlight>
== Extending this module ==
By design, {{ml|ArgsUtil}} is shipped with only a single function and no customization available; this simplifies documentation and covers nearly all use cases. An extended version of this module is available at [[support:Module:ArgsUtil|Module:ArgsUtil on the support wiki]] if you want additional functionality; and you can of course feel free to modify this module on your own wiki as needed.
6fc2a23dcff62ac5a222903e46bc56c07b0a2b1f
Module:Template link
828
15
23
2025-06-02T23:03:32Z
ARTIFICER
564804
Importing default loadout
Scribunto
text/plain
-- This code is adapted from Wikipedia
-- For the original, please see: https://en.wikipedia.org/wiki/Module:Template_link_general
-- This implements Template:Tlg
local getArgs = require('Module:ArgsUtil').merge
local p = {}
-- Is a string non-empty?
local function _ne(s)
return s ~= nil and s ~= ""
end
local nw = mw.text.nowiki
local function addTemplate(s)
local i, _ = s:find(':', 1, true)
if i == nil then
return 'Template:' .. s
end
local ns = s:sub(1, i - 1)
if ns == '' or mw.site.namespaces[ns] then
return s
else
return 'Template:' .. s
end
end
local function trimTemplate(s)
local needle = 'template:'
if s:sub(1, needle:len()):lower() == needle then
return s:sub(needle:len() + 1)
else
return s
end
end
local function linkTitle(args)
if _ne(args.nolink) then
return args[1]
end
local titleObj
local titlePart = '[['
if args[1] then
-- This handles :Page and other NS
titleObj = mw.title.new(args[1], 'Template')
else
titleObj = mw.title.getCurrentTitle()
end
titlePart = titlePart .. (titleObj ~= nil and titleObj.fullText or
addTemplate(args[1]))
local textPart = args.alttext
if not _ne(textPart) then
if titleObj ~= nil then
textPart = titleObj:inNamespace("Template") and args[1] or titleObj.fullText
else
-- redlink
textPart = args[1]
end
end
if _ne(args.subst) then
-- HACK: the ns thing above is probably broken
textPart = 'subst:' .. textPart
end
if _ne(args.brace) then
textPart = nw('{{') .. textPart .. nw('}}')
elseif _ne(args.braceinside) then
textPart = nw('{') .. textPart .. nw('}')
end
titlePart = titlePart .. '|' .. textPart .. ']]'
if _ne(args.braceinside) then
titlePart = nw('{') .. titlePart .. nw('}')
end
return titlePart
end
function p.main(frame)
local args = getArgs()
return p._main(args)
end
function p._main(args)
local bold = _ne(args.bold) or _ne(args.boldlink) or _ne(args.boldname)
local italic = _ne(args.italic) or _ne(args.italics)
local dontBrace = _ne(args.brace) or _ne(args.braceinside)
local code = _ne(args.code) or _ne(args.tt)
local show_result = _ne(args._show_result)
local expand = _ne(args._expand)
-- Build the link part
local titlePart = linkTitle(args)
if bold then titlePart = "'''" .. titlePart .. "'''" end
if _ne(args.nowrapname) then titlePart = '<span class="nowrap">' .. titlePart .. '</span>' end
-- Build the arguments
local textPart = ""
local textPartBuffer = "|"
local codeArguments = {}
local codeArgumentsString = ""
local i = 2
local j = 1
while args[i] do
local val = args[i]
if val ~= "" then
if _ne(args.nowiki) then
-- Unstrip nowiki tags first because calling nw on something that already contains nowiki tags will
-- mangle the nowiki strip marker and result in literal UNIQ...QINU showing up
val = nw(mw.text.unstripNoWiki(val))
end
local k, v = string.match(val, "(.*)=(.*)")
if not k then
codeArguments[j] = val
j = j + 1
else
codeArguments[k] = v
end
codeArgumentsString = codeArgumentsString .. textPartBuffer .. val
if italic then
val = '<span style="font-style:italic;">' .. val .. '</span>'
end
textPart = textPart .. textPartBuffer .. val
end
i = i + 1
end
-- final wrap
local ret = titlePart .. textPart
if not dontBrace then ret = nw('{{') .. ret .. nw('}}') end
if _ne(args.a) then ret = nw('*') .. ' ' .. ret end
if _ne(args.kbd) then ret = '<kbd>' .. ret .. '</kbd>' end
if code then
ret = '<code>' .. ret .. '</code>'
elseif _ne(args.plaincode) then
ret = '<code style="border:none;background:transparent;">' .. ret .. '</code>'
end
if _ne(args.nowrap) then ret = '<span class="nowrap">' .. ret .. '</span>' end
--[[ Wrap as html??
local span = mw.html.create('span')
span:wikitext(ret)
--]]
if _ne(args.debug) then ret = ret .. '\n<pre>' .. mw.text.encode(mw.dumpObject(args)) .. '</pre>' end
if show_result then
local result = mw.getCurrentFrame():expandTemplate{title = addTemplate(args[1]), args = codeArguments}
ret = ret .. " → " .. result
end
if expand then
local query = mw.text.encode('{{' .. addTemplate(args[1]) .. string.gsub(codeArgumentsString, textPartBuffer, "|") .. '}}')
local url = mw.uri.fullUrl('special:ExpandTemplates', 'wpInput=' .. query)
mw.log()
ret = ret .. " [" .. tostring(url) .. "]"
end
return ret
end
return p
45d40a4bff9a1d0eb4274f56fb2f17849aa68728
Module:Template link/doc
828
16
24
2025-06-02T23:03:33Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
{{From Wikipedia|Module:Template link general}}
1a395265ccbd055518c1d14b52362cc148b89c81
Module:Main page
828
17
25
2025-06-02T23:03:33Z
ARTIFICER
564804
Importing default loadout
Scribunto
text/plain
local p = {}
local h = {}
-- merge args from frame and frame:getParent()
function h.mergeArgs(frame)
local inputArgs = {}
for k, v in pairs(frame.args) do
v = mw.text.trim(tostring(v))
if v ~= '' then
inputArgs[k] = v
end
end
for k, v in pairs(frame:getParent().args) do
v = mw.text.trim(v)
if v ~= '' then
inputArgs[k] = v
end
end
return inputArgs
end
--------------------------------------------------------------------
function p.main(frame)
local args = h.mergeArgs(frame)
-- use the rootpage parameter if given, otherwise use the current page name
local rootpage = args['rootpage'] or mw.title.getCurrentTitle().fullText
local layouts = {'desktop', 'tablet', 'mobile'}
for _,layout in pairs(layouts) do
-- collapse consecutive line breaks and spaces, then trim
-- we need to check for permutations of " \n" because trim can't clean that up if it's in the middle of the string
args[layout] = mw.text.trim(args[layout]):gsub("\n\n+", "\n"):gsub(" +", " "):gsub(" \n", "\n"):gsub("\n ", "\n")
end
-- parse the arguments into CSS variables that contain legal syntax for grid-template-areas
local desktop = "--main-page-layout--desktop: '" .. string.gsub(args['desktop'], '\n', "' '") .. "';"
local tablet = "--main-page-layout--tablet: '" .. string.gsub(args['tablet' ], '\n', "' '") .. "';"
local mobile = "--main-page-layout--mobile: '" .. string.gsub(args['mobile' ], '\n', "' '") .. "';"
-- grid-template-columns overrides
local desktop_cols = mw.text.trim(string.gsub(args['desktop-columns'] or '', ';', ''))
local tablet_cols = mw.text.trim(string.gsub(args[ 'tablet-columns'] or '', ';', ''))
local mobile_cols = mw.text.trim(string.gsub(args[ 'mobile-columns'] or '', ';', ''))
-- set the variables used by grid-template-columns
if desktop_cols ~= '' then
desktop = desktop .. '--main-page-layout-columns--desktop: '.. desktop_cols ..';'
end
if tablet_cols ~= '' then
tablet = tablet .. '--main-page-layout-columns--tablet: '.. tablet_cols ..';'
end
if mobile_cols ~= '' then
mobile = mobile .. '--main-page-layout-columns--mobile: '.. mobile_cols ..';'
end
local boxes = {} -- list of all boxes as a simple list, used to set the order of appearance
local seen_boxes = {} -- list of all boxes as a k:v pair, used to filter out duplicates
local boxes_in_layout = {} -- list of layouts, then list of all boxes in that layout
local missing_boxes = {} -- list of layouts, then list of boxes that are *not* included in that layout
-- add every box referenced in the layout rules once
function parse_layout(layout)
for _,name in pairs(mw.text.split(mw.text.trim(args[layout]), '%s')) do
if not seen_boxes[name] then
boxes[#boxes+1] = name -- table with numerical keys for set html order
seen_boxes[name] = true
end
boxes_in_layout[layout][name] = true
end
end
-- loop through the layouts the first time to set up the box lists
for _,layout in pairs(layouts) do
boxes_in_layout[layout] = {}
missing_boxes[layout] = {}
parse_layout(layout)
end
-- then loop through the layouts a second time because we need to compare those completed lists to check for missing boxes
for _,layout in pairs(layouts) do
for _,name in pairs(boxes) do
if boxes_in_layout[layout][name] ~= true then
mw.addWarning( 'WARNING: the \"' .. name .. '\" box is missing in the ' .. layout .. ' layout. If this is intentional, you can ignore this warning.')
missing_boxes[layout][name] = true
end
end
end
-- start our mp-container wrapper, and add our variables from earlier as inline styles to declare them
-- the rootpage is added to the dataset so it's easily accessible by mp-edit-links.js and it doesn't need to make its own API call
local output = mw.html.create()
local container = output:tag('div'):attr('id', 'mp-container'):cssText(desktop .. tablet .. mobile):attr('data-rootpage', rootpage)
-- loop through boxes and add the relevant main page subpages into the output
for _,box in pairs(boxes) do
mw.ext.VariablesLua.vardefine('imp-variable-id', box) -- using a vardefine lets us pass this directly to the template without going through the user-facing box
local pre_vardefine = ''
for _,layout in pairs(layouts) do
pre_vardefine = pre_vardefine .. (missing_boxes[layout][box] and '0' or '1') .. ','
end
-- formatted as a psuedo-bitmask to reduce variable usage, "<display-on-destop>, <display-on-tablet>, <display-on-mobile>," each value is 0 or 1 (trailing comma is insignificant)
-- expected to be used with #explode in the template receiving the variable
mw.ext.VariablesLua.vardefine('imp-variable-display-box', pre_vardefine)
if mw.title.new(rootpage .. '/' .. box).exists then
container:wikitext(frame:expandTemplate{ title = ':' .. rootpage .. '/' .. box})
else
container:wikitext(frame:expandTemplate{ title = 'Main page box/missing', args = { box, rootpage = rootpage}}) -- See [[Template:Main page box/missing]]
end
end
return output
end
return p
c6237f93b472a243ae7393913c285b3ae62c08f5
Module:Navbox/Hooks
828
18
26
2025-06-02T23:03:34Z
ARTIFICER
564804
Importing default loadout
Scribunto
text/plain
-- as of Module:Navbox version 1.2.2
local p = {}
---------------------------------------------------
-- Runs before RANGER does args sanitizing
-- `inputArgs` is the merged input arguments from the template (frame.args + frame:getParent().args)
function p.onSanitizeArgsStart(inputArgs)
end
-- Runs after RANGER does args sanitizing
-- `args` parameter is the sanitized arguments table with normalized keys (in lowercase underscore-case with canonical names) and normalized values.
function p.onSanitizeArgsEnd(args, inputArgs)
end
-- Runs when RANGER loads config table (after onSanitizeArgsEnd and before onBuildTreeStart)
-- `config` parameter is the default config table.
-- `args` parameter is the sanitized arguments table (has not yet merged the DEFAUT_ARGS table).
function p.onLoadConfig(config, args)
end
-- Runs before RANGER converts sanitized arguments table to structured data tree
-- `args` parameter is the sanitized arguments table that has the DEFAUT_ARGS merged.
function p.onBuildTreeStart(args)
end
-- Runs after RANGER converts sanitized arguments table to structured data tree
-- `tree` parameter is the structured data.
-- `args` parameter is the sanitized arguments table.
function p.onBuildTreeEnd(tree, args)
end
---------------------------------------------------
return p
54e0c53295a318f2b18e70dc64e5b09867e03128
Module:Navbox/doc
828
19
27
2025-06-02T23:03:34Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
This module is used by [[Template:Navbox]].
87d5c562165cd75b963e03aa428c80413bacff30
Template:Extension DPL
10
20
28
2025-06-02T23:03:35Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
<noinclude>This page was automatically created. It serves as an anchor page for all '''[[Special:WhatLinksHere/Template:Extension_DPL|invocations]]''' of [https://www.mediawiki.org/wiki/Special:MyLanguage/Extension:DynamicPageList3 Extension:DynamicPageList3].</noinclude>
087ffd4625ae7b1fea3436ec3f929e82ee739d29
Template:Documentation
10
21
29
2025-06-02T23:03:36Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
<includeonly><!--
--><div class="documentation"><!--
--><div class="documentation-header"><!--
-->[[File:Template-{{#ifexist:{{#vardefineecho:docpage|{{{1|Template:{{#replace:{{{1|{{PAGENAME}}/doc}}}|Template:|}}}}}<!-- end vde -->}}|{{#if:{{{baddoc|}}}|bad}}|no}}info.svg|50px|link=]] <!--
--><span style="font-weight: bold; font-size: 125%; margin-right: 10px;">Documentation</span> <!--
-->{{#ifeq:{{SUBPAGENAME}}|doc|<!--nothing-->|<!--
-->{{#ifexist:{{#var:docpage}}|<!--
--><span style="font-size: 90%; font-style: italic;"><!--
-->[{{fullurl:{{#var:docpage}}|action=edit}} Edit] this documentation at [{{fullurl:{{#var:docpage}}|redirect=no}} {{FULLPAGENAMEE:{{#var:docpage}}}}].<!--
--></span><!--
-->}}<!--
-->}}<!--
--><div style="text-align: right; margin-left: 5px;"><!--
-->([{{fullurl:{{FULLPAGENAMEE}}/doc|action=edit}} edit] • [{{fullurl:{{FULLPAGENAMEE}}/doc|action=history}} history] • [{{fullurl:{{FULLPAGENAMEE}}|action=purge}} purge])<!--
--></div><!--
--></div><!--
<!-- leave line break here -->
{{#if:{{{lua|}}}|{{UsesLua|{{{lua}}} }} }}
<!-- documentation text/error box begins here -->
<div style="border-radius: 5px; border: 2px solid var(--wiki-content-border-color); margin: 0.5em auto 1em; padding: 0.8em 1.2em; background: var(--wiki-content-background-color--secondary);">
<!--
-->{{#ifexist:{{#var:docpage}}|<!--
If there is documentation
-->
{{ {{#var:docpage}} }}
<!--
Else
-->|<!--
-->No documentation subpage exists yet for this template. [{{fullurl:{{FULLPAGENAMEE:Template:{{{1|{{PAGENAME}}}}}}}/doc|action=edit&preload=Template:Documentation/preload}} Create one now].<!--
-->[[Category:Templates with no documentation]]<!--
-->}}<!-- leave line break here -->
<!-- documentation text/error box ends here -->
</div>
<!-- -->{{#ifeq:{{SUBPAGENAME}}|doc|<!--
-->{{#ifeq:{{BASEPAGENAME}}|Doc|<!--nothing-->|<!-- only if page is not Template:Documentation
-->This is the documentation page, it should be transcluded into the main template page. See {{tlx|doc}} for more information. <!--
-->[[Category:Template documentation]]<!--
-->}}<!--
-->}}<!--
--></div><!--
--></includeonly><!--
--><noinclude>{{Documentation}}
[[Category:Documentation templates| ]]
</noinclude>
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<noinclude>[[Category:Documentation templates]]</noinclude>{{#ifeq:{{int:scribunto-doc-page-name|{{ROOTPAGENAME}}}}|{{FULLPAGENAME}}||<div class="luadoc">Edit the [[{{int:scribunto-doc-page-name|{{ROOTPAGENAME}}}}|documentation or categories]] for this module. {{#ifexist:{{FULLPAGENAME}}/i18n|This module has an [[/i18n|i18n file]].}}</div>}}
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Template:MP link
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<includeonly><!--
Variables
-->{{#vardefine:link|{{{link|{{{1|}}}}}}}}<!--
Image-->{{#if:{{{image|}}}|[[File:{{#replace:{{{image|}}}|File:}}|{{{size|42px}}}|link={{#var:link}}{{#if:{{{altText|}}}|{{!}}alt={{{altText|}}}}}|class={{{imageClass|}}}]]}}<!--
Link below the image
-->{{#if:{{{1|}}}|<!--
If it's an external link, use external link syntax -->{{#if:{{#pos:{{{link|}}}|http}}|[{{{link|}}} {{{1|}}}]|<!--
Otherwise use normal syntax
the ifeq, pos, sub combo is filtering out a leading :, so that we can add our own without doubling up, allowing easy category linking
-->[[:{{#ifeq:{{#pos:{{#var:link}}|:}}|0|{{#sub:{{#var:link}}|1}}|{{#var:link}}}}|{{{1|}}}]]}}
}}</includeonly><noinclude>
{{doc}}
[[Category:Main page templates]]
</noinclude>
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Template:MP link/doc
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This creates one of the stylized and formatted links on the [[{{MediaWiki:Mainpage}}|main page]].
== Usage ==
Groups of this template should be wrapped inside of <code><nowiki><div class="mp-links"></div></nowiki></code> and each entry should be a separate line in an [[wikipedia:Help:Lists#Basically|unordered list]]. This div can be given one of the classes <code>columns-x</code> where x is a number from 1 to 8, and the links will line up in that many columns if space permits (default is 3). The div can also optionally be given the class <code>stretch</code> and it will stretch the list vertically to fill empty space. See [[Mediawiki:Common.css]] for the full definitions of these classes and styling for this template.
===Parameters===
<templatedata>
{
"description": {
"en": "Creates stylized and formatted links on the main page."
},
"format": "inline",
"params": {
"1": {
"label": {
"en": "Text"
},
"description": {
"en": "The text to display. If the link parameter is not given, this will also be the link target."
},
"example": "Stuff",
"type": "string",
"suggested": true
},
"link": {
"label": {
"en": "Link"
},
"description": {
"en": "The target page for the link, if different than the display text."
},
"required": false,
"example": "Main Page",
"type": "wiki-page-name"
},
"image": {
"label": {
"en": "Image"
},
"description": {
"en": "An image to display with the link."
},
"required": false,
"suggested": true,
"type": "wiki-file-name"
},
"size": {
"label": {
"en": "Image size"
},
"description": {
"en": "The size of the image, in px."
},
"required": false,
"default": "42px",
"type": "string"
},
"imageClass": {
"label": "Image class",
"description": "A class to give directly to the image",
"example": "invert-on-dark",
"type": "string",
"suggestedvalues": [
"invert-on-dark",
"invert-on-light"
]
},
"altText": {
"label": "Alt text",
"description": "Alt text to describe the image",
"example": "Wiki logo",
"type": "string",
"suggested": true
}
},
"paramOrder": [
"1",
"link",
"image",
"size",
"imageClass",
"altText"
]
}
</templatedata>
==Examples==
<pre>
<div class="mp-links columns-3">
* {{MP link|Stuff|link=Special:Random|image=Site-logo.png|size=42px}}
* {{MP link|Things|link=Special:Random}}
* {{MP link|Other stuff|link=Special:Random|image=Site-logo.png|size=42px}}
</div>
</pre>
Produces:
<div class="mp-links columns-3">
* {{MP link|Stuff|link=Special:Random|image=Site-logo.png|size=42px}}
* {{MP link|Things|link=Special:Random}}
* {{MP link|Other stuff|link=Special:Random|image=Site-logo.png|size=42px}}
</div>
<noinclude>
[[Category:Template documentation]]
</noinclude>
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Template:Doc
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#redirect [[Template:Documentation]]
041222999c2c4765a4663432058f50686fb65f40
Template:Uses Lua
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<includeonly>{{Ambox
| color = darkblue
| icon = Lua logo.svg
| title= This template uses one or more modules written in the Lua programming language.
| message = For more information, see [[wikipedia:Wikipedia:Lua|Wikipedia:Lua]] or the [[mw:Extension:Scribunto/Lua reference manual|Lua reference manual on mediawiki.org]]. Modules used include: {{#if:{{{1|}}}|{{#arraymap:{{{1|}}}|,|%s|'''[[Module:%s|%s]]'''}}|''None provided''}}.
| tiny = {{{tiny|}}}
| class = {{{class|}}}
}}</includeonly><noinclude>{{doc|Template:Ambox/doc}}</noinclude>
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Template:Ambox
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<includeonly><!--
--><div class="ambox {{{class|}}} {{#ifeq:{{lc:{{{tiny|}}}}}|yes|tiny}}"<!--
--> style="{{#if:{{{color|}}}|--ambox-color: {{{color|}}};<!-- /if -->}}"><!--
--><div class="ambox-icon metadata <!-- the metadata class stops it from showing in MediaViewer -->">[[File:{{{icon|Ambox banner content.svg}}}{{!}}{{#ifeq:{{lc:{{{tiny|}}}}}|yes|48x20px|48x48px}}|alt=|link=]]</div><!--
--><div class="ambox-content"><!-- start ambox content
-->{{#if: {{{title|}}} | <p class="ambox-title">{{{title}}}</p> }}<!--
--><p class="ambox-text">{{{message|No text provided.}}}{{#if: {{{date|}}} |<nowiki> </nowiki>(Message added: {{{date}}}) }}</p><!--
--></div><!-- end ambox content
--></div><!-- end ambox
--></includeonly><noinclude>
{{doc}}
[[Category:Notice templates]]</noinclude>
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Template:((
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{{<noinclude>{{documentation}}</noinclude>
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Template:Tlx
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#redirect [[Template:Tl]]
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Template:Tl
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<includeonly>{{#invoke:Template link|main|code=on}}</includeonly><noinclude>
{{Documentation}}
</noinclude>
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Template:Tl/doc
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{{From Wikipedia|Module:Template link general,Template:Tlx}}
{{Uses Lua|Template link}}
This template returns an exemplaric use of a template while linking to the template description page, if the template exists.
== Usage ==
<pre>
{{tl|<Template name>}}
{{tl|<Template name>|<Template parameters>}}
</pre>
; ''unnamed parameter'' 1
: Template name (without <code>Template:</code> prefix)
; ''unnamed parameter'' 2 - 9
: Optional. Template parameters
; nl
: Optional flag to display an un-linked template usage.
== Examples ==
: <code><nowiki>{{tl|stub}}</nowiki></code> returns {{tl|stub}}
: <code><nowiki>{{tl|stub|1}}</nowiki></code> returns {{tl|stub|1}}
: <code><nowiki>{{tl|stub|1|2|nl{{=}}y}}</nowiki></code> returns {{tl|stub|1|2|nl{{=}}y}}
: <code><nowiki>{{tl|for|page|t1{{=}}alt text}}</nowiki></code> returns {{tl|for|page|t1{{=}}alt text}}
== See also ==
<includeonly>
[[Category:Formatting templates]]
</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:Nowrap
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<span class="nowrap">{{{1}}}</span><noinclude>
{{documentation}}
</noinclude>
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Template:))
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}}<noinclude>
{{documentation}}
</noinclude>
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Template:))/doc
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#redirect [[Template:((/doc]]
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Template:No wrap
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#redirect [[Template:Nowrap]]
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Template:Normal
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<span style{{=}}"font-weight:normal; font-style:normal">{{{1}}}</span><noinclude>
{{documentation}}
</noinclude>
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Template:((/doc
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{| class="wikitable" style="text-align:center"
|-
! scope="col" style="width:7.0em;" | {{no wrap|Template call}}<br>{{normal|('''m''' for magic word)}}
! scope="col" style="width:5.75em;" | {{no wrap|Output}} {{normal|(delayed interpretation as wikimarkup)}}
! scope="col" style="width:9.0em;" | {{no wrap|HTML alternative}} {{normal|(never interpreted as wikimarkup)}}
! Why you might want to use this
|- style="vertical-align:top"
| <code><nowiki>{{!}}</nowiki></code> '''(m)'''
| <nowiki>|</nowiki>
| &#124; or {{tl|pipe}}
| Displaying pipe characters inside of a parser function
|- style="vertical-align:top"
| <code><nowiki>{{=}}</nowiki></code> '''(m)'''
| <nowiki>=</nowiki>
| &#61;
| Displaying equal signs inside of unnamed parameters (e.g. <code><nowiki>{{MyTemplate|1+1=2}}</nowiki></code> will assign <code>2</code> to <code><nowiki>{{{1+1|}}}</nowiki></code>; <code><nowiki>{{MyTemplate|1+1{{=}}2}}</nowiki></code> will do what you want)
|- style="vertical-align:top"
| {{tlx|!!}}
| <nowiki>||</nowiki>
| &#124;&#124;
| Displaying a break between two table cells inside of a parser function
|- style="vertical-align:top"
| {{tlx|!(}}
| {{!(}}
| &#91;
| Displaying a bracket inside of an external link
|- style="vertical-align:top"
| {{tlx|)!}}
| {{)!}}
| &#93;
| Displaying a bracket inside of an external link
|- style="vertical-align:top"
| {{tlx|!((}}
| {{!((}}
| &#91;&#91;
| Displaying a bracket inside of a link
|- style="vertical-align:top"
| {{tlx|))!}}
| {{))!}}
| &#93;&#93;
| Displaying a bracket inside of a link
|- style="vertical-align:top"
| {{tlx|(}}
| {{(}}
| &#123;
| Escaping a single brace immediately next to a template or parser function to avoid turning it into a parameter
|- style="vertical-align:top"
| {{tlx|)}}
| {{)}}
| &#125;
| Escaping a single brace immediately next to a template or parser function to avoid turning it into a parameter
|- style="vertical-align:top"
| {{tlx|((}}
| {{((}}
| &#123;&#123;
| Displaying open braces for a template without actually transcluding that template
|- style="vertical-align:top"
| {{tlx|))}}
| {{))}}
| &#125;&#125;
| Displaying closed braces for a template without actually transcluding that template
|- style="vertical-align:top"
| {{tlx|(((}}
| {{(((}}
| &#123;&#123;&#123;
| Displaying a template parameter's open curly braces without actually using that variable
|- style="vertical-align:top"
| {{tlx|)))}}
| {{)))}}
| &#125;&#125;&#125;
| Displaying a template parameter's closed curly braces without actually using that variable
|- style="vertical-align:top"
| {{tlx|(!}}
| <nowiki>{|</nowiki>
| &#123;&#124;
| Starting a table inside of a parser function
|- style="vertical-align:top"
| {{tlx|!-}}
| <nowiki>|-</nowiki>
| &#124;&#45;
| Starting a new table row inside of a parser function
|- style="vertical-align:top"
| {{tlx|!)}}
| <nowiki>|}</nowiki>
| &#124;&#125;
| Closing a table inside of a parser function
|}<includeonly>
[[Category:Formatting templates]]
</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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Template:!(
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[<noinclude>
{{documentation}}</noinclude>
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Template:!(/doc
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#redirect [[Template:((/doc]]
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Template:)!
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]<noinclude>
{{documentation}}</noinclude>
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Template:)!/doc
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#redirect [[Template:((/doc]]
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Template:!((
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[[<noinclude>
{{documentation}}</noinclude>
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Template:!((/doc
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Template:))!
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]]<noinclude>
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#redirect [[Template:((/doc]]
509bb731d447456a18489848c8a1ce38feddabcc
Template:Navbox
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<includeonly>{{#invoke:Navbox|main}}</includeonly><noinclude>[[Category:Navigation templates]] {{documentation}}</noinclude>
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Template:Navbox/doc
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{{no direct use}}
{{UsesLua|Navbox}}
This template is designed to set up navigational templates relatively quickly with one or more lists of links. We highly recommend using this template for standardizing navigational templates and ease of use, especially for mobile devices.
See [[support:RANGER navboxes|the support wiki]] for more information, including installation steps and further examples.
== Basic example ==
The following example demonstrates the core functionality of this template: the title text, one standard link group, and one link group that contains two sub-groups. The rows are striped for easier readability.
{{Navbox
| title = Items
| striped = even
| group1 = Consumables
| list1 =
* Health Potion
* Mana Potion
| group2 = Weapons
| group2.1 = Swords
| list2.1 =
* Wooden Sword
* Rusted Sword
* Steel Sword
| group2.2 = Bows
| list2.2 =
* Shortbow
* Crossbow
* Longbow
}}
<syntaxhighlight lang="wikitext" style="overflow: auto;">
{{Navbox
| template = <template_title> <!-- Required. e.g. `|template=Items` for template:Items -->
| title = Items
| striped = even
| group1 = Consumables
| list1 =
* Health Potion
* Mana Potion
| group2 = Weapons
| group2.1 = Swords
| list2.1 =
* Wooden Sword
* Rusted Sword
* Steel Sword
| group2.2 = Bows
| list2.2 =
* Shortbow
* Crossbow
* Longbow
}}
</syntaxhighlight>
== Parameters ==
=== Main ===
The following parameters modify the navbox as a whole.
{| class="wikitable"
! Parameter
! Description
|-
! <code>template</code><br><code>name</code>
| ('''Required''') Title of the template that the edit icon links to. e.g. <code>Items</code> for template:Items.
|-
! <code>title</code>
| Text that appears at the top of the navbox.
|-
! <code>state</code><br><code>collapsible</code>
| Controls if a navbox should be expanded or collapsed when the page loads. This only affects the whole navbox; if [[#Sections|sections]] are used, they are treated differently.
* <code>expanded</code> ('''default''') - the navbox will start open and readers can collapse it.
* <code>collapsed</code> - the navbox will start closed and readers can expand it.
* <code>off</code>, <code>no</code>, or <code>plain</code> - the navbox will start open and cannot be collapsed.
Advanced users can modify this on a page-by-page basis; see [[support:RANGER navboxes#Controlling the collapsible|the support wiki]] for more information.
|-
! <code>editlinks</code>
| Controls if an edit icon should be displayed at the top-left of the navbox, making it easier for users to interact with the template itself.
* unset ('''default''') - displays the edit icon
* <code>off</code> or <code>no</code> - hides the edit icon
|-
! <code>above</code>
| Text that appears above all list groups, directly below the title.
|-
! <code>below</code>
| Text that appears below all list groups, at the bottom of the navbox.
|-
! <code>striped</code><br><code>evenodd</code>
| Controls if the navbox rows should have zebra striping on even or odd rows, making it easier for users to distinguish two rows apart from each other. If [[#Sections|sections]] are used, each section resets the even/odd counter.
*unset ('''default''') - all rows have the same background
*<code>y</code>, <code>yes</code>, <code>on</code>, <code>striped</code>, or <code>even</code> - even-numbered rows are highlighted
*<code>swap</code> or <code>odd</code> - odd-numbered rows are highlighted
|}
=== Sections ===
The following parameters define sections within the navbox with their own titles.
{| class="wikitable"
! Parameter
! Description
|-
! <code>header''n''</code>
| Text that appears at the top of the section, where ''n'' is any positive integer. If the value is set to two or more <code>-</code> (e.g. <code>--</code>, <code>-----</code>, etc.) the new section will have no header bar and cannot be collapsed.
All groups and lists that are ''n'' or higher will appear in this section unless there is a higher <code>header''n''</code> later in the template. For example, if a navbox defines <code>header1</code> and <code>header4</code>, the first section will include <code>list1</code>, <code>list2</code>, and <code>list3</code> (and any of their sub-lists), while the second section will include all remaining lists starting at <code>list4</code> and their sub-lists.
|-
! <code>header_state</code><br><code>state''n''</code>
| <code>header_state</code> controls if all sections, by default, should be expanded or collapsed when the page loads.
<code>state''n''</code> overrides <code>header_state</code> for the specific section defined by <code>header''n''</code> (where ''n'' is a matching integer).
* <code>expanded</code> ('''default''') - the section will start open and readers can collapse it.
* <code>collapsed</code> - the section will start closed and readers can expand it.
* <code>off</code> or <code>plain</code> - the section will start open and cannot be collapsed.
Advanced users can modify these on a page-by-page basis; see [[support:RANGER navboxes#Controlling the collapsible|the support wiki]] for more information.
Both parameters have no effect on sections with headers set to two or more <code>-</code>, which are always expanded and cannot be collapsed.
|}
=== List groups ===
The following parameters define the list groups.
{| class="wikitable"
! Parameter
! Description
|-
! <code>group''n''</code>
| Text label for a list, which appears on the left on desktop or at the top on mobile, where ''n'' is any positive integer.
This parameter is optional; if a <code>list''n''</code> does not have a matching <code>group''n''</code>, the list will take the full width on desktop.
|-
! <code>list''n''</code>
| A wikitext list, where ''n'' is any positive integer.
|-
! <code>group''n''.''x''</code><br><code>group''n''.''x''.''y''</code><br>etc.
| Text label for sub-lists that appear under <code>group''n''</code>, <code>group''n''.''x''</code>, etc.
|-
! <code>list''n''.''x''</code><br><code>list''n''.''x''.''y''</code><br>etc.
| Wikitext sub-lists.
|}
=== Styling ===
The following parameters add inline styling or your custom CSS classes to specific elements of the navbox.
To assist with text alignment, three default classes are available: <code>align-left</code>, <code>align-center</code>, and <code>align-right</code>.
{| class="wikitable"
! Parameter
! Description
|-
! <code>navbox_style</code><br><code>navbox_class</code>
| Modifies the parent navbox element; <code>class</code> can be used as a shorthand for <code>navbox_class</code>
Two default classes are available:
*<code>pill</code> changes the links to pill-styled rather than dot-separated
*<code>pill-mobile</code> only changes the links to pill-styled on mobile devices
|-
! <code>title_style</code><br><code>title_class</code>
| Modifies the title bar
|-
! <code>above_style</code><br><code>above_class</code>
| Modifies the <code>above</code> text row
|-
! <code>below_style</code><br><code>below_class</code>
| Modifies the <code>below</code> text row
|-
! <code>header_style</code><br><code>header_class</code>
| Modifies all section headers (''not'' the title bar)
|-
! <code>header''n''_style</code><br><code>header''n''_class</code>
| Modifies the specific section header ''n''
|-
! <code>section''n''_style</code><br><code>section''n''_class</code>
| Modifies the container holding the section defined by a matching <code>header''n''</code>
|-
! <code>group_style</code><br><code>group_class</code>
| Modifies all base groups (<code>group''n''</code>), but ''not'' any subgroups (<code>group''n''.''x''</code>, etc.)
|-
! <code>subgroup_style</code><br><code>subgroup_class</code>
| Modifies all subgroups at all levels (<code>group''n''.''x''</code>, <code>group''n''.''x''.''y''</code>, etc.)
|-
! <code>group''A''_style</code><br><code>group''A''_class</code>
| Modifies the specific group ''A'', where ''A'' is any ''n'', ''n''.''x'', ''n''.''x''.''y'', etc.
|-
! <code>list_style</code><br><code>list_class</code>
| Modifies all lists. Note, in this context, "list" refers to the container of a <code>list''n''</code> parameter, not a <code>ul</code> or <code>ol</code> element inside the parameter
|-
! <code>list''A''_style</code><br><code>list''A''_class</code>
| Modifies the specific list ''A'', where ''A'' is any ''n'', ''n''.''x'', ''n''.''x''.''y'', etc.
|}
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-->{{#vardefine:rightsholder|<!--
***************************************
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Enter the name of the rightsholder, optionally with a link.
Example without link: indie.io
Example with a URL: [https://www.indie.io/ indie.io]
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<!--Edit on the line above this********
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Example link: https://www.indie.io/terms-of-service
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<!--Edit on the line above this********
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|
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}}
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Enter the name of the rightsholder, optionally with a link.
Example without link: indie.io
Example with a URL: [https://www.indie.io/ indie.io]
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See {{tl|License}} for full license documentation
[[Category:License templates]]</noinclude>
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<includeonly>{{License/template
| source = {{{source|}}}
| type = CC-BY-NC-SA
| icon = [[File:CC-BY-NC-SA.svg|x50px|link=https://creativecommons.org/licenses/by-nc-sa/3.0/|CC-BY-NC-SA]]
| text = This file is under the [https://creativecommons.org/licenses/by-nc-sa/3.0/ Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License].
}}</includeonly><noinclude>
This template currently looks like: {{License/CC-BY-NC-SA}}
See {{tl|License}} for full license documentation
[[Category:License templates]]</noinclude>
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| source = {{{source|}}}
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| icon = [[File:CC-0.svg|x50px|link=https://creativecommons.org/publicdomain/zero/1.0/|CC0]]
| text = This file is under the [https://creativecommons.org/publicdomain/zero/1.0/ CC0 1.0 License].
}}</includeonly><noinclude>
This template currently looks like: {{License/CC0}}
See {{tl|License}} for full license documentation
[[Category:License templates]]</noinclude>
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| source = {{{source|}}}
| type = CC0
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| text = This file is under the [https://creativecommons.org/publicdomain/zero/1.0/ CC0 1.0 License].
}}</includeonly><noinclude>
This template currently looks like: {{License/CC0}}
See {{tl|License}} for full license documentation
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This template is to be used under a ''Licensing'' heading on file pages to denote the file's license.
== Available licenses ==
=== Game ===
* Usage: <nowiki>{{License|game}}</nowiki>
{{License|game}}
=== Fairuse ===
* Usage: <nowiki>{{License|fairuse}}</nowiki>
{{License|fairuse}}
=== CC0 ===
* Usage: <nowiki>{{License|CC0}}</nowiki>
{{License|CC0}}
=== CC-BY-NC-ND ===
* Usage: <nowiki>{{License|CC-BY-NC-ND}}</nowiki>
{{License|CC-BY-NC-ND}}
=== CC-BY-NC-SA ===
* Usage: <nowiki>{{License|CC-BY-NC-SA}}</nowiki>
{{License|CC-BY-NC-SA}}
=== CC-BY-NC ===
* Usage: <nowiki>{{License|CC-BY-NC}}</nowiki>
{{License|CC-BY-NC}}
=== CC-BY-ND ===
* Usage: <nowiki>{{License|CC-BY-ND}}</nowiki>
{{License|CC-BY-ND}}
=== CC-BY-SA ===
* Usage: <nowiki>{{License|CC-BY-SA}}</nowiki>
{{License|CC-BY-SA}}
=== CC-BY ===
* Usage: <nowiki>{{License|CC-BY}}</nowiki>
{{License|CC-BY}}
=== CC-PD ===
* Usage: <nowiki>{{License|CC-PD}}</nowiki>
{{License|CC-PD}}
=== CC-SRR ===
* Usage: <nowiki>{{License|CC-SRR}}</nowiki>
{{License|CC-SRR}}
=== Permission ===
* Usage: <nowiki>{{License|permission}}</nowiki>
{{License|permission}}
=== No license ===
'''Providing no parameter (or invalid one) defaults to the nolicense notice:'''
<nowiki>{{License}}</nowiki>{{License}}
== Specifying source ==
'''Source parameter (optional):'''
The source parameter accepts a url to the source where the file came from if necessary for attribution.
Example:
<nowiki>{{License|game|source=https://indie.io/}}</nowiki>
{{License|game|source=https://indie.io/}}
<includeonly>
[[Category:License templates]]
</includeonly>
<noinclude>[[Category:Template documentation]]</noinclude>
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#redirect [[Template:License/fairuse]]
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<div style="clear:{{{1|both}}};" class={{{class|}}}></div><noinclude>
{{documentation}}
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<code>{{[[Module:{{{1}}}|{{{1}}}]]}}<sup>m</sup>{{#if:{{{2|}}}|.{{{2}}}()}}</code><noinclude>
* <code><nowiki>{{Ml|Infobox}}</nowiki></code> generates {{Ml|Infobox}}.
* <code><nowiki>{{Ml|ArgsUtil|merge}}</nowiki></code> generates {{Ml|ArgsUtil|merge}}.
[[Category:Formatting templates]]
</noinclude>
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<includeonly><!--
--><div class="license {{{type|}}}" style="border: 1px solid var(--wiki-content-border-color); background: var(--wiki-content-background-color--secondary); align-items: center; padding: 5px; display: flex; gap: 1em;">
<div class="icon {{#if:{{{darkIcon|}}}|invert-on-dark}}">{{{icon|}}}</div>
<div class="text">{{{text|}}}{{#if:{{{source|}}}|<br/><span class="source">Source: {{{source|}}}</span>}}{{{text2|}}}</div>
</div><!--
--></includeonly><noinclude>{{documentation|Template:License/doc}}</noinclude>
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<div class="icon {{#if:{{{darkIcon|}}}|invert-on-dark}}">{{{icon|}}}</div>
<div class="text">{{{text|}}}{{#if:{{{source|}}}|<br/><span class="source">Source: {{{source|}}}</span>}}{{{text2|}}}</div>
</div><!--
--></includeonly><noinclude>{{documentation|Template:License/doc}}</noinclude>
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• <noinclude>
{{doc}}
[[Category:Formatting templates]]
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This is the '''bullet''' template; it looks like this: [ • ]
It works similarly to the HTML markup sequence: [<code>'''&nbsp;&bull;&nbsp;'''</code>], that is, a non-breaking space, a bullet and a non-breaking space.
This template is used when you want a larger bullet than a bold middot ['''·'''], but something smaller than an en dash [–].
<noinclude>[[Category:Template documentation]]</noinclude>
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<includeonly><!--
-->{{#vardefine:platform | {{#if: {{{2|}}} | {{#switch: {{lc:{{{1|}}}}}
<!-- Desktop -->
|mouse
|keyboard=keyboard
<!-- Mobile -->
|gesture=gesture
<!-- Microsoft -->
|xboxseries
|xbox=Xbox
|xbox one
|xbone
|xbox1
|xboxone=xboxone
|xbox 360
|xb360
|xbox360
|360=360
<!-- Sony -->
|ps
|ps5
|playstation
|ds
|dualsense=DualSense
|playstation 4
|ps4=PS4
|playstation 3
|ps3=ps3
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|ns
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|wii=wii
}} | undefined }} }}<!--
-->{{#vardefine:key | {{#if: {{{2|}}} | {{ucfirst:{{{2}}}}} | {{ucfirst:{{{1}}}}} }} }}<!--
-->{{#vardefine:img | {{#if: {{{2|}}} | [[File:{{#var:platform}} {{#var:key}}.png|x25px|link=]] }} | Undefined }}<!--
--><span class="key">{{#var:img}}</span><!--
--></includeonly><!--
--><noinclude>{{doc}}</noinclude>
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<tabber>
|-|Desktop={{:Template:Key/doc/Keyboard}}
|-|Mobile={{:Template:Key/doc/Gesture}}
|-|Xbox={{:Template:Key/doc/Xbox}}
|-|DualSense={{:Template:Key/doc/DualSense}}
|-|PlayStation 4={{:Template:Key/doc/PS4}}
|-|Nintendo Switch={{:Template:Key/doc/Nintendo Switch}}
</tabber>
<noinclude>[[Category:Key template documentation]]</noinclude>
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Images source: [[dev:Category:Gesture input images]]
=== Fingers ===
<code><nowiki>{{key|gesture|Finger Front}}</nowiki></code>
{{key|gesture|Finger Front}}
<code><nowiki>{{key|gesture|Finger Side}}</nowiki></code>
{{key|gesture|Finger Side}}
=== Tap & hold ===
<code><nowiki>{{key|gesture|Tap}}</nowiki></code>
{{key|gesture|Tap}}
<code><nowiki>{{key|gesture|Double Tap}}</nowiki></code>
{{key|gesture|Double Tap}}
<code><nowiki>{{key|gesture|Hold}}</nowiki></code>
{{key|gesture|Hold}}
=== Swipe motions ===
<code><nowiki>{{key|gesture|Swipe Bottom Left}}</nowiki></code>
{{key|gesture|Swipe Bottom Left}}
<code><nowiki>{{key|gesture|Swipe Bottom Right}}</nowiki></code>
{{key|gesture|Swipe Bottom Right}}
<code><nowiki>{{key|gesture|Swipe Down}}</nowiki></code>
{{key|gesture|Swipe Down}}
<code><nowiki>{{key|gesture|Swipe Left}}</nowiki></code>
{{key|gesture|Swipe Left}}
<code><nowiki>{{key|gesture|Swipe Right}}</nowiki></code>
{{key|gesture|Swipe Right}}
<code><nowiki>{{key|gesture|Swipe Top Left}}</nowiki></code>
{{key|gesture|Swipe Top Left}}
<code><nowiki>{{key|gesture|Swipe Top Right}}</nowiki></code>
{{key|gesture|Swipe Top Right}}
<code><nowiki>{{key|gesture|Swipe Up}}</nowiki></code>
{{key|gesture|Swipe Up}}
=== Zoom & scroll ===
<code><nowiki>{{key|gesture|Zoom In}}</nowiki></code>
{{key|gesture|Zoom In}}
<code><nowiki>{{key|gesture|Zoom Out}}</nowiki></code>
{{key|gesture|Zoom Out}}
<code><nowiki>{{key|gesture|Scroll Down}}</nowiki></code>
{{key|gesture|Scroll Down}}
<code><nowiki>{{key|gesture|Scroll Left}}</nowiki></code>
{{key|gesture|Scroll Left}}
<code><nowiki>{{key|gesture|Scroll Right}}</nowiki></code>
{{key|gesture|Scroll Right}}
<code><nowiki>{{key|gesture|Scroll Up}}</nowiki></code>
{{key|gesture|Scroll Up}}
=== Circular motions ===
<code><nowiki>{{key|gesture|Double Rotate}</nowiki></code>
{{key|gesture|Double Rotate}}
<code><nowiki>{{key|gesture|Full Circle}}</nowiki></code>
{{key|gesture|Full Circle}}
<code><nowiki>{{key|gesture|Half Circle}}</nowiki></code>
{{key|gesture|Half Circle}}
<code><nowiki>{{key|gesture|Quarter Circle}}</nowiki></code>
{{key|gesture|Quarter Circle}}
__NOTOC__
<noinclude>[[Category:Key template documentation]]</noinclude>
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Template:Key/doc/PS4
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Images source: [[dev:Category:PS4 input images]]
=== D-pad & sticks ===
<code><nowiki>{{key|PS4|Dpad}}</nowiki></code>
{{key|PS4|Dpad}}
<code><nowiki>{{key|PS4|Left}}</nowiki></code>
{{key|PS4|Left}}
<code><nowiki>{{key|PS4|Right}}</nowiki></code>
{{key|PS4|Right}}
<code><nowiki>{{key|PS4|Up}}</nowiki></code>
{{key|PS4|Up}}
<code><nowiki>{{key|PS4|Down}}</nowiki></code>
{{key|PS4|Down}}
<code><nowiki>{{key|PS4|Left Stick}}</nowiki></code>
{{key|PS4|Left Stick}}
<code><nowiki>{{key|PS4|Right Stick}}</nowiki></code>
{{key|PS4|Right Stick}}
<code><nowiki>{{key|PS4|Touch Pad}}</nowiki></code>
{{key|PS4|Touch Pad}}
=== Front buttons ===
<code><nowiki>{{key|PS4|Circle}}</nowiki></code>
{{key|PS4|Circle}}
<code><nowiki>{{key|PS4|Cross}}</nowiki></code>
{{key|PS4|Cross}}
<code><nowiki>{{key|PS4|Square}}</nowiki></code>
{{key|PS4|Square}}
<code><nowiki>{{key|PS4|Triangle}}</nowiki></code>
{{key|PS4|Triangle}}
<code><nowiki>{{key|PS4|Share}}</nowiki></code>
{{key|PS4|Share}}
<code><nowiki>{{key|PS4|Options}}</nowiki></code>
{{key|PS4|Options}}
=== Rear buttons ===
<code><nowiki>{{key|PS4|L1}}</nowiki></code>
{{key|PS4|L1}}
<code><nowiki>{{key|PS4|R1}}</nowiki></code>
{{key|PS4|R1}}
<code><nowiki>{{key|PS4|L2}}</nowiki></code>
{{key|PS4|L2}}
<code><nowiki>{{key|PS4|R2}}</nowiki></code>
{{key|PS4|R2}}
<noinclude>[[Category:Key template documentation]]</noinclude>
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Template:Key/doc/Nintendo Switch
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Images source: [[dev:Category:Nintendo Switch input images]]
=== Nintendo Switch ===
<code><nowiki>{{Key|Switch|a}}</nowiki></code>
{{Key|Switch|a}}
<code><nowiki>{{Key|Switch|b}}</nowiki></code>
{{Key|Switch|b}}
<code><nowiki>{{Key|Switch|x}}</nowiki></code>
{{Key|Switch|x}}
<code><nowiki>{{Key|Switch|y}}</nowiki></code>
{{Key|Switch|y}}
<code><nowiki>{{Key|Switch|Left Stick}}</nowiki></code>
{{Key|Switch|Left Stick}}
<code><nowiki>{{Key|Switch|Right Stick}}</nowiki></code>
{{Key|Switch|Right Stick}}
<code><nowiki>{{Key|Switch|Left Stick Press}}</nowiki></code>
{{Key|Switch|Left Stick Press}}
<code><nowiki>{{Key|Switch|Right Stick Press}}</nowiki></code>
{{Key|Switch|Right Stick Press}}
<code><nowiki>{{Key|Switch|-}}</nowiki></code>
{{Key|Switch|-}}
<code><nowiki>{{Key|Switch|+}}</nowiki></code>
{{Key|Switch|+}}
<code><nowiki>{{Key|Switch|Capture}}</nowiki></code>
{{Key|Switch|Capture}}
<code><nowiki>{{Key|Switch|HOME}}</nowiki></code>
{{Key|Switch|HOME}}
<code><nowiki>{{Key|Switch|L}}</nowiki></code>
{{Key|Switch|L}}
<code><nowiki>{{Key|Switch|R}}</nowiki></code>
{{Key|Switch|R}}
<code><nowiki>{{Key|Switch|ZL}}</nowiki></code>
{{Key|Switch|ZL}}
<code><nowiki>{{Key|Switch|ZR}}</nowiki></code>
{{Key|Switch|ZR}}
=== Pro Controller ===
<code><nowiki>{{Key|Switch|Pro Control Pad}}</nowiki></code>
{{Key|Switch|Pro Control Pad}}
<code><nowiki>{{Key|Switch|Pro Control Pad Left}}</nowiki></code>
{{Key|Switch|Pro Control Pad Left}}
<code><nowiki>{{Key|Switch|Pro Control Pad Right}}</nowiki></code>
{{Key|Switch|Pro Control Pad Right}}
<code><nowiki>{{Key|Switch|Pro Control Pad Up}}</nowiki></code>
{{Key|Switch|Pro Control Pad Up}}
<code><nowiki>{{Key|Switch|Pro Control Pad Down}}</nowiki></code>
{{Key|Switch|Pro Control Pad Down}}
=== Joy-Con ===
<code><nowiki>{{Key|Switch|Directional Left}}</nowiki></code>
{{Key|Switch|Directional Left}}
<code><nowiki>{{Key|Switch|Directional Right}}</nowiki></code>
{{Key|Switch|Directional Right}}
<code><nowiki>{{Key|Switch|Directional Up}}</nowiki></code>
{{Key|Switch|Directional Up}}
<code><nowiki>{{Key|Switch|Directional Down}}</nowiki></code>
{{Key|Switch|Directional Down}}
==== Diagrams ====
<code><nowiki>{{Key|Switch|Joy-Con}}</nowiki></code>
{{Key|Switch|Joy-Con}}
<code><nowiki>{{Key|Switch|Joy-Con Separate}}</nowiki></code>
{{Key|Switch|Joy-Con Separate}}
<code><nowiki>{{Key|Switch|Joy-Con Left}}</nowiki></code>
{{Key|Switch|Joy-Con Left}}
<code><nowiki>{{Key|Switch|Joy-Con Right}}</nowiki></code>
{{Key|Switch|Joy-Con Right}}
__NOTOC__
<noinclude>[[Category:Key template documentation]]</noinclude>
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Template:Spoiler
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<includeonly><!--
Base code written for Terraria Wiki: https://terraria.wiki.gg/wiki/Template:Spoiler
NOTE: This template needs a JavaScript function in MediaWiki:Common.js or MediaWiki:Vector.js to work, as well as styling in MediaWiki:Common.css or MediaWiki:Vector.css for the related classes
-->{{#vardefine:element|{{#if:{{{block|}}}|div|span}}}}<!--
--><{{#var:element}} class="spoiler-content {{{class|}}}" {{#if:{{{id|}}}|id="{{{id|}}}"}} {{#if:{{{css|{{{style|}}}}}}|style="{{{css|{{{style|}}}}}}"}}><{{#var:element}}>{{{1|}}}</{{#var:element}}></{{#var:element}}><!--
-->[[Category:Pages with spoilers]]<!--
--></includeonly><noinclude>
{{doc}}
[[Category:Formatting templates]]
</noinclude>
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Template:Spoiler/doc
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This template is used to mark text and other elements as spoilers. Users can click or optionally hover to reveal their content.
== The hoverShowSpoilers gadget ==
Users can enable the <code>[[MediaWiki:Gadgets/hoverShowSpoilers|hoverShowSpoilers]]</code> gadget to make spoilers show on hover, not just on click. The code for this gadget can be found at [[MediaWiki:Gadgets/hoverShowSpoilers/main.css]].
== Examples ==
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{spoiler|spoiler text}}</nowiki></code> (Click to toggle) || {{spoiler|spoiler text}}
|-
| <code><nowiki>{{spoiler|spoiler text with a [[Template:Navbox|link]]}}</nowiki></code> (Click to toggle) || {{spoiler|spoiler text with a [[Template:Navbox|link]]}}
|-
| <pre>
{{spoiler|block=y|Really long spoiler that spans multiple lines
It even has a bulleted list inside it:
* Item a
* Item b
* [[Special:Random|Item c]]
}}</pre>
|{{spoiler|block=y|Really long spoiler that spans multiple lines
It even has a bulleted list inside it:
* Item a
* Item b
* [[Special:Random|Item c]]
}}
|}
== Dependencies ==
For this template to work properly, you need the following:
* The <code>spoilers</code> gadget with JavaScript code for toggling the <code>.spoiler</code> class on/off on click:
** [[MediaWiki:Gadgets/spoilers]]
** [[MediaWiki:Gadgets/spoilers/main.js]]
* The <code>.spoiler-content</code> and any related classes, found in [[MediaWiki:Common.css]].
== Source ==
Base code adapted from [[wgg:terraria:Template:Spoiler|Template:Spoiler on Terraria Wiki]].
==TemplateData==
<templatedata>
{
"params": {
"1": {
"aliases": [
"text"
],
"label": "Text",
"description": "The text to be shown.",
"example": "Character A died during the battle.",
"type": "content",
"required": true
},
"hover": {
"label": "Show on Hover?",
"description": "Show spoiler text on mouse hover.",
"example": "hover=yes",
"type": "boolean",
"default": "hover=no"
},
"block": {
"label": "Display as block?",
"description": "If given, display the spoiler as a block instead of inline. Useful for long spoilers spanning multiple lines or using block-level elements like lists.",
"example": "y",
"type": "boolean",
"suggested": true
},
"class": {
"label": "Class",
"description": "A class or classes to apply to the spoiler",
"type": "string"
},
"id": {
"label": "ID",
"description": "A CSS ID to apply to the spoiler.",
"type": "string"
},
"style": {
"description": "Inline CSS styles to pass in.",
"type": "string",
"aliases": [
"css"
],
"label": "Style"
}
},
"description": "This template can be used to mark text as a spoiler.",
"maps": {
"1": {}
},
"paramOrder": [
"1",
"hover",
"block",
"class",
"id",
"style"
],
"format": "inline"
}
</templatedata>
<noinclude>[[Category:Template documentation]]</noinclude>
bae231a84e57129ec12ba47e554ed42e76c185e0
Template:Link icon
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ARTIFICER
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Importing default loadout
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<includeonly>{{#vardefine:target|{{{1|}}}<!-- end vd -->}}<!--
-->{{#vardefine:display|{{#if:{{{2|}}}|{{{2}}}|{{{1}}}<!-- end if -->}}<!-- end vd -->}}<!--
-->{{#vardefine:iconSize|1.2em}}<!--
-->{{#vardefine:lineHeight|1lh}}<!--
-->{{#vardefine:fileExists|{{filepath:{{#var:target}} ({{{type}}}).png}}}}<!--
-->{{#ifeq: {{{2|}}} | notext <!-- start if notext
-->|<span class="link-icon notext" style="--link-icon-size: {{#var:iconSize}}; --link-icon-line-height: {{#var:lineHeight}};"><!-- start notext icon element
-->{{#if: {{#var:fileExists}} <!-- start icon if
-->| <span class="regular">[[File:{{#var:target}} ({{{type}}}).png|link={{#var:target}}|alt=]]</span><!-- end regular icon
-->| <span class="fallback">[[File:{{{1}}} ({{{type}}}).png|?]]</span><!-- end fallback icon (?)
-->}}<!-- end icon if
--></span><!-- end notext icon
-->|<span class="link-icon" style="--link-icon-size: {{#var:iconSize}}; --link-icon-line-height: {{#var:lineHeight}};"><!-- start icon + text element
-->{{#if: {{#var:fileExists}} <!-- start icon if
-->| <span class="regular">[[File:{{#var:target}} ({{{type}}}).png|link={{#var:target}}|alt=]]</span><!-- end regular icon
-->| <span class="fallback">[[File:{{{1}}} ({{{type}}}).png|?]]</span><!-- end fallback icon (?)
-->}} <!-- end icon if
--><span class="display-text">[[{{#var:target}}|{{#var:display}}]]</span><!-- end display text
--></span> <!-- end icon + text element
-->}}<!-- end if notext
--></includeonly><noinclude>{{Documentation}}[[Category:Formatting templates]]</noinclude>
a8fc86aa3dc0f0085e5d1236a47e8d04e8685684
Template:Link icon/doc
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{{No direct use}}
== List of link icon templates ==
* {{tl|Character icon}}
* {{tl|Item icon}}
== Dependencies==
For this template to work properly, you need the following:
* The <code>.link-icon</code> class and any related classes, found in [[MediaWiki:Common.css]].
<noinclude>[[Category:Template documentation]]</noinclude>
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Template:I
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#REDIRECT [[Template:Link icon]]
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Template:Quote
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Importing default loadout
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<includeonly><!--
--><div class="quote"><!-- start quote wrapper
--><div class="marks-wrapper"><!-- start marks wrapper
--><div class="block"><!-- start quote block
-->{{#if:{{{title|}}}|<div class="title">{{{title}}}</div>|}}<!--
-->{{#if:{{{text|{{{1|}}}}}}|<div class="text">{{{text|{{{1|}}}}}}</div>|}}<!--
--></div><!-- end quote block
--></div><!-- end marks wrapper
-->{{#if:{{{author|{{{2|}}}}}}|<div class="author">― {{#if:{{{authorpage|}}}| [[{{{authorpage}}}|{{{author|{{{2|}}}}}}]] | {{{author|{{{2|}}}}}} }}</div>|}}<!--
--></div><!--
-->[[Category:Pages with quotes]]</includeonly><noinclude>{{Documentation}}[[Category:Formatting templates]]</noinclude>
095258ceee92819a4e7b83c26fba3761bf9c41a9
Template:Item icon
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<includeonly>{{Link icon|{{{1|}}}|{{{2|}}}|type=Item}}</includeonly><noinclude>{{documentation}}[[Category:Formatting templates]]</noinclude>
6564279e3808e659b8034ad4b96f4f9e9e498b57
Template:Item icon/doc
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Importing default loadout
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== Summary ==
<templatedata>
{
"params": {
"1": {
"aliases": [
"page"
],
"label": "Page Name",
"description": "The name for the target page.",
"example": "Page Name",
"type": "wiki-page-name",
"required": true
},
"2": {
"aliases": [
"label"
],
"label": "Link Label",
"description": "The text to the be displayed on the link icon's label.",
"example": "Alternative Page Name",
"type": "line"
}
},
"description": "Use this template to display an icon next to a page link.\n\nThis template assumes that each page has an icon uploaded at a specific location, namely \"File:Page Name (Item).png\".",
"format": "inline"
}
</templatedata>
== Examples ==
For the examples below, <code><nowiki>File:Mystic Feather (Item).png</nowiki></code> was used as the icon for a page called <code>Mystic Feather</code>.
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{Item icon|Mystic Feather}}</nowiki></code> || {{Item icon|Mystic Feather}}
|-
| <code><nowiki>{{Item icon|Mystic Feather|Mystic Feathers}}</nowiki></code> || {{Item icon|Mystic Feather|Mystic Feathers}}
|-
| <code><nowiki>{{Item icon|Mystic Feather|notext}}</nowiki></code> || {{Item icon|Mystic Feather|notext}}
|-
| <code><nowiki>{{Item icon|Missing Item}}</nowiki></code> (Missing Page Icon) || {{Item icon|Missing Item}}
|}
== Dependencies==
For this template to work properly, you need the following:
* The base {{tl|Link icon}} template.
* The <code>.link-icon</code> class and any related classes, found in [[MediaWiki:Common.css]].
4dfcab6f3d3c88596068607685645f29666f0141
Template:Character icon
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Importing default loadout
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<includeonly>{{Link icon|{{{1|}}}|{{{2|}}}|type=Character}}</includeonly><noinclude>{{documentation}}[[Category:Formatting templates]]</noinclude>
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Template:Character icon/doc
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== Summary ==
<templatedata>
{
"params": {
"1": {
"aliases": [
"page"
],
"label": "Page Name",
"description": "The name for the target page.",
"example": "Page Name",
"type": "wiki-page-name",
"required": true
},
"2": {
"aliases": [
"label"
],
"label": "Link Label",
"description": "The text to the be displayed on the link icon's label.",
"example": "Alternative Page Name",
"type": "line"
}
},
"description": "Use this template to display an icon next to a page link.\n\nThis template assumes that each page has an icon uploaded at a specific location, namely \"File:Page Name (Character).png\".",
"format": "inline"
}
</templatedata>
== Examples ==
For the examples below, <code><nowiki>File:Invisible Boy (Character).png</nowiki></code> was used as the icon for a page called <code>Invisible Boy</code>.
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{Character icon|Invisible Boy}}</nowiki></code> || {{Character icon|Invisible Boy}}
|-
| <code><nowiki>{{Character icon|Invisible Boy|The Invisible Boy}}</nowiki></code> || {{Character icon|Invisible Boy|The Invisible Boy}}
|-
| <code><nowiki>{{Character icon|Invisible Boy|notext}}</nowiki></code> || {{Character icon|Invisible Boy|notext}}
|-
| <code><nowiki>{{Character icon|Missing Boy}}</nowiki></code> (Missing Page Icon) || {{Character icon|Missing Boy}}
|}
== Dependencies==
For this template to work properly, you need the following:
* The base {{tl|Link icon}} template.
* The <code>.link-icon</code> class and any related classes, found in [[MediaWiki:Common.css]].
0999a706143c16f5ed970816e7825239cfce9547
Template:Quote/doc
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Importing default loadout
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== Examples ==
{| class="wikitable"
! Code !! Result
|-
| <pre>{{Quote|text=Now is the winter of our discontent made glorious summer by this sun of York}}</pre>
| {{Quote|text=Now is the winter of our discontent made glorious summer by this sun of York}}
|-
| <pre>{{Quote
|title=Opening lines of ''Richard III''
|text=Now is the winter of our discontent made glorious summer by this sun of York}}</pre>
| {{Quote
|title=Opening lines of ''Richard III''
|text=Now is the winter of our discontent made glorious summer by this sun of York}}
|-
| <pre>{{Quote
|title=Opening lines of ''Richard III''
|author=William Shakespeare
|text=Now is the winter of our discontent made glorious summer by this sun of York}}</pre>
| {{Quote
|title=Opening lines of ''Richard III''
|author=William Shakespeare
|text=Now is the winter of our discontent made glorious summer by this sun of York}}
|-
| <pre>{{Quote
|title=Opening lines of ''Richard III''
|author=William Shakespeare
|authorpage=wikipedia:William Shakespeare
|text=Now is the winter of our discontent made glorious summer by this sun of York}}</pre>
| {{Quote
|title=Opening lines of ''Richard III''
|author=William Shakespeare
|authorpage=wikipedia:William Shakespeare
|text=Now is the winter of our discontent made glorious summer by this sun of York}}
|-
| <pre>{{Quote
|author=William Shakespeare
|authorpage=wikipedia:William Shakespeare
|text=Now is the winter of our discontent made glorious summer by this sun of York}}</pre>
| {{Quote
|author=William Shakespeare
|authorpage=wikipedia:William Shakespeare
|text=Now is the winter of our discontent made glorious summer by this sun of York}}
|}
== Dependencies ==
For this template to work properly, you need the following:
* The <code>.quote</code> and any related classes, found in [[MediaWiki:Common.css]].
<noinclude>[[Category:Template documentation]]</noinclude>
== Template data (for Visual Editor) ==
<templatedata>
{
"params": {
"title": {
"label": "Title",
"description": "If the quote has a title, put it here.",
"example": "Richard III's soliloquy",
"type": "line"
},
"text": {
"label": "Quoted Text",
"description": "The quoted text to be displayed.",
"example": "Now is the winter of our discontent made glorious summer by this sun of York",
"type": "string",
"required": true
},
"author": {
"label": "Quote's Author",
"description": "The author of the displayed quote.",
"example": "William Shakespeare",
"type": "line",
"suggested": true
},
"authorpage": {
"label": "Author's Page",
"description": "If the quote's author has a page on the Wiki, put the page name here.",
"example": "William Shakespeare (playwright)",
"type": "wiki-page-name",
"suggested": true
}
},
"description": "This template creates a styled block element for quotes.",
"paramOrder": [
"text",
"author",
"authorpage",
"title"
],
"format": "block"
}
</templatedata>
8a10e77de70ff704435282ce0f2ba792a13404a5
Template:Hatnote
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<includeonly><!--
-->[[Category:Pages with hatnotes]]<!--
--><div class="hatnote {{#if:{{{icon|}}}|icon}}">{{#if:{{{icon|}}}|[[File:{{{icon}}}|x22px]]<nowiki> </nowiki>}}{{{1|}}}</div><!--
--></includeonly><!--
--><noinclude>{{doc}}[[Category:Hatnote templates| ]]</noinclude>
c239246055fdd6c2f4aa85033ba3e93b9baa4733
Template:Hatnote/doc
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{{No direct use}}
== List of hatnote templates ==
* {{tl|Disambiguation}}
* {{tl|Distinguish}}
* {{tl|For}}
* {{tl|Main}}
== Dependencies ==
For this template to work properly, you need the following:
* The <code>.hatnote</code> class, found in [[MediaWiki:Common.css]].
* The <code>--wiki-content-border-color--secondary</code> CSS variable, defined in [[MediaWiki:Common.css]].
<noinclude>[[Category:Template documentation]]</noinclude>
464f2f866befaf4cfa47f68ab0ad4f170c13463d
Template:Disambiguation/doc
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<templatedata>
{
"params": {
"1": {
"label": "Disambiguation Page",
"description": "A custom disambiguation page name.",
"example": "Disambiguation Page",
"type": "wiki-page-name"
},
"2": {
"label": "Link Label",
"description": "A label for the custom disambiguation page.",
"example": "Alternative Page Name",
"type": "line"
},
"topic": {
"label": "Custom Topic",
"description": "In case {{PAGENAME}} does not describe the topic, this can be used to display a custom topic",
"example": "a custom topic",
"default": "{{PAGENAME}}",
"type": "line"
}
},
"description": "This hatnote template is meant to be used at the top of an article to indicate the existence of a disambiguation page.",
"paramOrder": [
"1",
"2",
"topic"
],
"format": "inline"
}
</templatedata>
== Examples ==
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{Disambiguation}}</nowiki></code> || {{Disambiguation|topic=Example}}
|-
| <code><nowiki>{{Disambiguation|Special:Random|topic=Example}}</nowiki></code> || {{Disambiguation|Special:Random|topic=Example}}
|-
| <code><nowiki>{{Disambiguation|Special:Random|Page Label|topic=this particular topic}}</nowiki></code> || {{Disambiguation|Special:Random|Page Label|topic=this particular topic}}
|}
== Dependencies ==
For this template to work properly, you need the following:
* The {{tl|Hatnote}} base template.
* The <code>.hatnote</code> class, found in [[MediaWiki:Common.css]].
== Source ==
Roughly based on [[wikipedia:Template:About|Wikipedia's About Template]].
<noinclude>[[Category:Template documentation]]</noinclude>
5fce9c689120c57454571ff0e60a2cd447df5713
Template:Disambiguation
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<includeonly><!--
-->{{#vardefine:topic|<!-- start vd
-->{{#if:{{{topic|}}} | {{{topic}}} | {{PAGENAME}} }}<!-- end if
-->}}<!-- end vd
-->{{#vardefine:disambig|<!-- start vd
-->{{#if:{{{1|}}}<!-- start custom disambig if
-->|{{{1}}}<!-- start label if -->{{#if:{{{2|}}} | {{!}}{{{2}}} }}<!-- end label if
-->|{{#var:topic}} (disambiguation)<!-- else; use regular disambig
-->}}<!-- end custom disambig if
-->}}<!-- end vd
-->{{Hatnote|<!--
-->This page is about '''{{#var:topic}}'''. For other uses, see [[{{#var:disambig}}]].<!--
-->|icon=Disambig.svg<!--
-->}}<!--
--></includeonly><!--
--><noinclude>{{doc}}[[Category:Hatnote templates]]</noinclude>
c4c62e7a1876492eb970ea182cf4ac0bcad97913
Template:Distinguish
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<includeonly><!--
-->{{#vardefine:text|<!-- start vd
-->{{#if:{{{text|}}} | {{{text}}} |<!-- start top if
-->{{#if:{{{2|}}}<!-- if more than one page
-->|[[{{{1}}}]]{{#if:{{{3|}}}<!-- start concat if
-->|, [[{{{2}}}]] or [[{{{3}}}]]<!-- concat two
-->|<nowiki> </nowiki>or [[{{{2}}}]]<!-- else; concat one
-->}}<!-- end concat if
-->|[[{{{1}}}]]<!-- else; one page only
-->}}<!-- end custom disambig if
-->}}<!-- end if
-->}}<!-- end vd
-->{{Hatnote|<!--
-->Not to be confused with {{#var:text}}.<!--
-->}}<!--
--></includeonly><!--
--><noinclude>{{doc}}[[Category:Hatnote templates]]</noinclude>
67ae5406ffd29bec56cfe7ad6527bb09a9733496
Template:Distinguish/doc
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<templatedata>
{
"params": {
"1": {
"label": "Alternative",
"description": "The alternative page.",
"example": "Alternative Page",
"type": "wiki-page-name",
"suggested": true
},
"2": {
"label": "Second Alternative",
"description": "A second alternative page.",
"example": "Second Alternative Page",
"type": "wiki-page-name"
},
"3": {
"label": "Third Alternative",
"description": "A third alternative page.",
"example": "Third Alternative Page",
"type": "wiki-page-name"
},
"text": {
"label": "Alternative Text",
"description": "Instead of using pages, you can provide a full alternative text. This parameter overrides other provided parameters.",
"example": "the alternative page, [[Alternative Page]]",
"type": "line"
}
},
"description": "This hatnote template is meant to be used to indicate possible alternatives to what the reader wants to find.",
"paramOrder": [
"1",
"2",
"3",
"text"
],
"format": "inline"
}
</templatedata>
== Examples ==
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{Distinguish|Special:Uncategorizedpages}}</nowiki></code> || {{Distinguish|Special:Uncategorizedpages}}
|-
| <code><nowiki>{{Distinguish|Special:Uncategorizedpages|Special:Uncategorizedfiles}}</nowiki></code> || {{Distinguish|Special:Uncategorizedpages|Special:Uncategorizedfiles}}
|-
| <code><nowiki>{{Distinguish|Special:Uncategorizedpages|Special:Uncategorizedfiles|Special:Uncategorizedcategories}}</nowiki></code> || {{Distinguish|Special:Uncategorizedpages|Special:Uncategorizedfiles|Special:Uncategorizedcategories}}
|-
| <code><nowiki>{{Distinguish|Special:Uncategorizedpages{{!}}Page 1}}</nowiki></code> (Custom link label) || {{Distinguish|Special:Uncategorizedpages{{!}}Page 1}}
|-
| <code><nowiki>{{Distinguish|text = Page 1, another name for [[Special:Uncategorizedpages]]}}</nowiki></code> || {{Distinguish|text = Page 1, another name for [[Special:Uncategorizedpages]]}}
|}
== Dependencies ==
For this template to work properly, you need the following:
* The {{tl|Hatnote}} base template.
* The <code>.hatnote</code> class, found in [[MediaWiki:Common.css]].
== Source ==
Roughly based on [[wikipedia:Template:Distinguish|Wikipedia's Distinguish Template]].
<noinclude>[[Category:Template documentation]]</noinclude>
2a06ed576ae6479add20834628f9378c657cb4fb
Template:For
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<includeonly><!--
-->{{#vardefine:text|<!-- start vd
-->{{#if:{{{3|}}}<!-- if more than one page
-->|[[{{{2}}}]]{{#if:{{{4|}}}<!-- start concat if
-->|, [[{{{3}}}]] and [[{{{4}}}]]<!-- concat two
-->|<nowiki> </nowiki>and [[{{{3}}}]]<!-- else; concat one
-->}}<!-- end concat if
-->|[[{{{2}}}]]<!-- else; one page only
-->}}<!-- end if
-->}}<!-- end vd
-->{{Hatnote|<!--
-->For {{{1}}}, see {{#var:text}}.<!--
-->}}<!--
--></includeonly><!--
--><noinclude>{{doc}}[[Category:Hatnote templates]]</noinclude>
1899e48855153617f7c0bf3087b781bc80f0395c
Template:For/doc
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<templatedata>
{
"params": {
"1": {
"label": "Topic",
"description": "The topic the following pages are about.",
"example": "more information",
"type": "line",
"required": true
},
"2": {
"label": "Related Page",
"description": "A related page.",
"example": "Related Page",
"type": "wiki-page-name",
"required": true
},
"3": {
"label": "Second Page",
"description": "A second related page.",
"example": "Second Related Page",
"type": "wiki-page-name"
},
"4": {
"label": "Third Page",
"description": "A third related page.",
"example": "Third Related Page",
"type": "wiki-page-name"
}
},
"description": "This hatnote template is meant to be used to show pages related to a topic the reader might want to visit.",
"paramOrder": [
"1",
"2",
"3",
"4"
],
"format": "inline"
}
</templatedata>
== Examples ==
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{For|more information|Special:WantedPages}}</nowiki></code> || {{For|more information|Special:WantedPages}}
|-
| <code><nowiki>{{For|more information|Special:WantedPages|Special:UncategorizedPages}}</nowiki></code> || {{For|more information|Special:WantedPages|Special:UncategorizedPages}}
|-
| <code><nowiki>{{For|more information|Special:WantedPages|Special:UncategorizedPages|Special:UncategorizedCategories}}</nowiki></code> || {{For|more information|Special:WantedPages|Special:UncategorizedPages|Special:UncategorizedCategories}}
|-
| <code><nowiki>{{For|more information|Special:WantedPages{{!}}Page 1}}</nowiki></code> (Custom link label) || {{For|more information|Special:WantedPages{{!}}Page 1}}
|}
== Dependencies ==
For this template to work properly, you need the following:
* The {{tl|Hatnote}} base template.
* The <code>.hatnote</code> class, found in [[MediaWiki:Common.css]].
== Source ==
Roughly based on [[wikipedia:Template:For|Wikipedia's For Template]].
<noinclude>[[Category:Template documentation]]</noinclude>
b2a30a9bf8acff259d5e86654a2de69c2d5e4fff
Template:Main
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ARTIFICER
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Importing default loadout
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<includeonly><!--
-->{{#vardefine:text|<!-- start vd
-->{{#if:{{{2|}}}<!-- if more than one page
-->|[[{{{1}}}]]{{#if:{{{3|}}}<!-- start concat if
-->|, [[{{{2}}}]] and [[{{{3}}}]]<!-- concat two
-->|<nowiki> </nowiki>and [[{{{2}}}]]<!-- else; concat one
-->}}<!-- end concat if
-->|[[{{{1}}}]]<!-- else; one page only
-->}}<!-- end if
-->}}<!-- end vd
-->{{Hatnote|<!--
-->{{#if:{{{2|}}}|Main articles|Main article}}: {{#var:text}}<!--
-->}}<!--
--></includeonly><!--
--><noinclude>{{doc}}[[Category:Hatnote templates]]</noinclude>
e02ac04db1bbce6b71a9aa8a5064182f662d8470
Template:Main/doc
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<templatedata>
{
"params": {
"1": {
"label": "Article",
"description": "A main article.",
"example": "Article",
"type": "wiki-page-name",
"required": true
},
"2": {
"label": "Second Article",
"description": "A second main article.",
"example": "Second Article",
"type": "wiki-page-name"
},
"3": {
"label": "Third Article",
"description": "A third main article.",
"example": "Third Article",
"type": "wiki-page-name"
}
},
"description": "This hatnote template is meant to be in sections of an article mentioning information about another existing main article.",
"paramOrder": [
"1",
"2",
"3"
],
"format": "inline"
}
</templatedata>
== Examples ==
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{Main|Special:WantedPages}}</nowiki></code> || {{Main|Special:WantedPages}}
|-
| <code><nowiki>{{Main|Special:WantedPages#Section Title}}</nowiki></code> || {{Main|Special:WantedPages#Section Title}}
|-
| <code><nowiki>{{Main|Special:WantedPages|Special:UncategorizedPages}}</nowiki></code> || {{Main|Special:WantedPages|Special:UncategorizedPages}}
|-
| <code><nowiki>{{Main|Special:WantedPages|Special:UncategorizedPages|Special:UncategorizedCategories}}</nowiki></code> || {{Main|Special:WantedPages|Special:UncategorizedPages|Special:UncategorizedCategories}}
|-
| <code><nowiki>{{Main|Special:WantedPages{{!}}Page 1}}</nowiki></code> (Custom link label) || {{Main|Special:WantedPages{{!}}Page 1}}
|}
== Dependencies ==
This template requires the {{tl|Hatnote}} metatemplate.
== Source ==
Roughly based on [[wikipedia:Template:For|Wikipedia's For Template]].
<noinclude>[[Category:Template documentation]]</noinclude>
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{{#ifeq:{{ROOTPAGENAME}}|Ambox|"Ambox" is an abbreviation for '''A'''rticle '''m'''essage '''box'''. You can use amboxes in articles to indicate something important about the current page, often in the header.|
This '''message template''' is an [[Template:Ambox|article message box]], or '''ambox'''. The documentation below discusses how to use each ambox provided by the wiki.
}}
== Premade amboxes ==
=== Problem notice amboxes ===
These amboxes are used temporarily to notify other editors and visitors about a problem with an article. These amboxes support the following parameters:
* <code>|tiny=</code>: If set to <code>yes</code>, the box will have less padding and the icon will be much smaller than default.
* <code>|class=</code>: Any additional CSS classes to add to the ambox container element.
* <code>|date=</code>: The date the ambox was added to the page.
* <code>|nocat=</code>: If set to <code>yes</code>, no category will be added to the page. Use this only when creating documentation.
'''Note:''' Premade amboxes need the base {{tl|Ambox}} template to work.
{| class="wikitable"
! Code !! Result
|-
| {{tl|Cleanup}} || {{Cleanup|nocat=yes}}
|-
| {{tl|Delete}} || {{Delete|nocat=yes}}
|-
| {{tl|Merge|Example}} || {{Merge|Template:Ambox{{!}}Example|nocat=yes}}
|-
| {{tl|Move|Example}} || {{Move|Template:Ambox{{!}}Example|nocat=yes}}
|-
| {{tl|Split|Example}}<br/>{{tl|Split|Example 1|Example 2|Example 3}} || {{Split|Template:Ambox{{!}}Example|nocat=yes}}
{{Split|Template:Ambox{{!}}Example 1|Template:Ambox{{!}}Example 2|Template:Ambox{{!}}Example 3|nocat=yes}}
|-
| {{tl|Stub}} || {{Stub|nocat=yes}}
|-
|}
=== Informational amboxes ===
These amboxes are intended as permanent fixtures to a page, to notify visitors about some piece of information relevant to the page. These amboxes support the following parameters in addition to any listed:
* <code>|tiny=</code>: If set to <code>yes</code>, the box will have less padding and the icon will be much smaller than default.
* <code>|class=</code>: Any additional CSS classes to add to the ambox container element.
{| class="wikitable"
! Code !! Additional parameters !! Result
|-
| {{tl|Spoiler warning}} || || {{Spoiler warning|nocat=yes}}
|-
| {{tl|No direct use}} || || {{No direct use|nocat=yes}}
|-
| {{tl|Uses Lua}} || <code><nowiki>|1=</nowiki></code>, a comma-separated list of modules used || {{Uses Lua|nocat=yes}}
|}
=== Optional parameters ===
You can use optional parameters to further customize a premade ambox. The example below is using <code>tiny=yes</code> and <code>date=01/01/2021</code>.
{{Cleanup|tiny=yes|date=01/01/2021|nocat=yes}}
== Creating a custom ambox ==
You can create additional ambox templates as needed using the following parameters:
<pre>
{{Ambox
| color = The left border color.
| icon = The icon image to be displayed.
| title = The optional title.
| message = The explanation text displayed.
| tiny = If you want the tiny version of the ambox, fill the parameter with "yes".
| date = An optional date of creation for the message.
| class = An optional CSS class for the ambox.
}}
</pre>
== Dependencies ==
For this template to work properly, you need the following:
* <code>.ambox</code> and any related classes, found in [[MediaWiki:Common.css]].
<includeonly>[[Category:Notice templates]]</includeonly><noinclude>[[Category:Template documentation]]</noinclude>
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<includeonly>{{Ambox
| color = gold
| icon = Cleanup.svg
| message = This page does not meet '''{{SITENAME}}'''<nowiki/>'s page quality standards. You can [{{fullurl:{{FULLPAGENAME}}|action=edit}} edit it] to help fix grammar, formatting, or code issues.
| tiny = {{{tiny|}}}
| class = {{{class|}}}
| date = {{{date|}}}
}}<!--
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{{doc|Template:Ambox/doc}}</noinclude>
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<includeonly>{{Ambox
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| title = Candidate for Deletion
| message = This page lacks relevance for '''{{SITENAME}}''' and is a candidate for '''deletion'''.
| tiny = {{{tiny|}}}
| class = {{{class|}}}
| date = {{{date|}}}
}}<!--
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--><noinclude>{{Delete|nocat=yes}}
{{doc|Template:Ambox/doc}}</noinclude>
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<includeonly>{{ambox|icon=Warning-red.svg|title=Don't call this template directly from any content page!
|message=This template is intended to be used inside of another template. Then that template in turn may be used on content pages.
|color=red
|tiny={{{tiny|}}}
|class={{{class|}}}
}}</includeonly><noinclude>{{doc|Template:Ambox/doc}}
[[Category:Notice templates]]</noinclude>
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#REDIRECT [[Template:Uses Lua]]
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{{Ambox
| color = red
| icon = Warning-red.svg
| title = Spoiler Warning
| message = This page contains '''spoilers'''. View at your own discretion.
| tiny = {{{tiny|}}}
| class = {{{class|}}}
}}<noinclude>{{doc|Template:Ambox/doc}}</noinclude>
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<includeonly>{{Ambox
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| icon = Stub.svg
| message = This page is a [[support:Stub|stub]]. You can help '''{{SITENAME}}''' by [{{fullurl:{{FULLPAGENAME}}|action=edit}} expanding it].
| tiny = {{{tiny|}}}
| class = {{{class|}}}
| date = {{{date|}}}
}}<!--
-->{{#ifeq: {{lc:{{{nocat|}}}}} | yes ||[[Category:Stubs]]}}</includeonly><!--
--><noinclude>{{Stub|nocat=yes}}
{{doc|Template:Ambox/doc}}</noinclude>
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#redirect [[Template:Ambox/doc]]
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<includeonly>{{Ambox
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| icon = Merge.svg
| message = It has been proposed that this page be [[support:Merge|merged]] with [[{{{1}}}]].
| tiny = {{{tiny|}}}
| class = {{{class|}}}
| date = {{{date|}}}
}}<!--
-->{{#ifeq: {{lc:{{{nocat|}}}}} | yes ||[[Category:Candidates for merging]]}}</includeonly><!--
--><noinclude>{{Merge|Template:Merge|nocat=yes}}
{{doc|Template:Ambox/doc}}</noinclude>
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<includeonly>{{Ambox
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| icon = Move.svg
| message = It has been proposed that this page be moved to [[{{{1}}}]].
| tiny = {{{tiny|}}}
| class = {{{class|}}}
| date = {{{date|}}}
}}<!--
-->{{#ifeq: {{lc:{{{nocat|}}}}} | yes ||[[Category:Candidates for moving]]}}</includeonly><!--
--><noinclude>{{Move|Template:Ambox{{!}}Example|nocat=yes}}
{{doc|Template:Ambox/doc}}</noinclude>
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<includeonly><!--
-->{{#vardefine:pages|<!-- start vd
-->{{#if:{{{2|}}}<!-- if more than one page
-->|new pages titled [[{{{1}}}]]{{#if:{{{3|}}}<!-- start concat if
-->|, [[{{{2}}}]] and [[{{{3}}}]]<!-- concat two
-->|<nowiki> </nowiki>and [[{{{2}}}]]<!-- else; concat one
-->}}<!-- end concat if
-->|a new page titled [[{{{1}}}]]<!-- else; one page only
-->}}<!-- end if
-->}}<!-- end vd
-->{{Ambox
| color = purple
| icon = Split.svg
| message = It has been proposed that this page be split into {{#var:pages}}.
| tiny = {{{tiny|}}}
| class = {{{class|}}}
| date = {{{date|}}}
}}<!--
-->{{#ifeq: {{lc:{{{nocat|}}}}} | yes ||[[Category:Candidates for splitting]]}}</includeonly><!--
--><noinclude>{{Split|Template:Ambox{{!}}Example|nocat=yes}}
{{Split|Template:Ambox{{!}}Example 1|Template:Ambox{{!}}Example 2|Template:Ambox{{!}}Example 3|nocat=yes}}
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<includeonly><!--
--><span id="{{{1}}}"></span><!--
--></includeonly><!--
--><noinclude>{{doc}}
[[Category:Navigation templates]]</noinclude>
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== Summary ==
This template can be used to insert an invisible anchor (reference points) into a page that can later be used by internal wiki links.
== Usage ==
To create a custom anchor, use <code><nowiki>{{Anchor|Anchor Name}}</nowiki></code> anywhere in the page.
For example, if you create the anchor <code><nowiki>{{Anchor|Example Anchor}}</nowiki></code> in the page <code><nowiki>[[Example]]</nowiki></code>, you can access it through the internal link <code><nowiki>[[Example#Example Anchor]]</nowiki></code>.
Remember that you can create a [[support:Redirect|redirect]] to this template so that you can call it more easily, such as with <code><nowiki>{{a|Anchor Name}}</nowiki></code>.
<noinclude>[[Category:Template documentation]]</noinclude>
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Images source: [[dev:Category:Xbox input images]]
=== Series & One ===
<code><nowiki>{{Key|Xbox|A}}</nowiki></code>
{{Key|Xbox|A}}
<code><nowiki>{{Key|Xbox|B}}</nowiki></code>
{{Key|Xbox|B}}
<code><nowiki>{{Key|Xbox|X}}</nowiki></code>
{{Key|Xbox|X}}
<code><nowiki>{{Key|Xbox|Y}}</nowiki></code>
{{Key|Xbox|y}}
<code><nowiki>{{Key|Xbox|Left Thumbstick}}</nowiki></code>
{{Key|Xbox|Left Thumbstick}}
<code><nowiki>{{Key|Xbox|Right Thumbstick}}</nowiki></code>
{{Key|Xbox|Right Thumbstick}}
<code><nowiki>{{Key|Xbox|Left Thumbstick Press}}</nowiki></code>
{{Key|Xbox|Left Thumbstick Press}}
<code><nowiki>{{Key|Xbox|Right Thumbstick Press}}</nowiki></code>
{{Key|Xbox|Right Thumbstick Press}}
<code><nowiki>{{Key|Xbox|LB}}</nowiki></code>
{{Key|Xbox|LB}}
<code><nowiki>{{Key|Xbox|RB}}</nowiki></code>
{{Key|Xbox|RB}}
<code><nowiki>{{Key|Xbox|View}}</nowiki></code>
{{Key|Xbox|View}}
<code><nowiki>{{Key|Xbox|Menu}}</nowiki></code>
{{Key|Xbox|Menu}}
<code><nowiki>{{Key|Xbox|Button}}</nowiki></code>
{{Key|Xbox|Button}}
=== Xbox Series ===
<code><nowiki>{{Key|Xbox|D-pad}}</nowiki></code>
{{Key|Xbox|D-pad}}
<code><nowiki>{{Key|Xbox|D-pad Left}}</nowiki></code>
{{Key|Xbox|D-pad Left}}
<code><nowiki>{{Key|Xbox|D-pad Right}}</nowiki></code>
{{Key|Xbox|D-pad Right}}
<code><nowiki>{{Key|Xbox|D-pad Up}}</nowiki></code>
{{Key|Xbox|D-pad Up}}
<code><nowiki>{{Key|Xbox|D-pad Down}}</nowiki></code>
{{Key|Xbox|D-pad Down}}
<code><nowiki>{{Key|Xbox|LT}}</nowiki></code>
{{Key|Xbox|LT}}
<code><nowiki>{{Key|Xbox|RT}}</nowiki></code>
{{Key|Xbox|RT}}
<code><nowiki>{{Key|Xbox|Share}}</nowiki></code>
{{Key|Xbox|Share}}
==== Diagram ====
<code><nowiki>{{Key|Xbox|Series Controller Diagram}}</nowiki></code>
{{Key|Xbox|Series Controller Diagram}}
=== Xbox One ===
<code><nowiki>{{Key|Xbox|One D-pad}}</nowiki></code>
{{Key|Xbox|D-pad}}
<code><nowiki>{{Key|Xbox|One D-pad Left}}</nowiki></code>
{{Key|Xbox|D-pad Left}}
<code><nowiki>{{Key|Xbox|One D-pad Right}}</nowiki></code>
{{Key|Xbox|D-pad Right}}
<code><nowiki>{{Key|Xbox|One D-pad Up}}</nowiki></code>
{{Key|Xbox|D-pad Up}}
<code><nowiki>{{Key|Xbox|One D-pad Down}}</nowiki></code>
{{Key|Xbox|D-pad Down}}
<code><nowiki>{{Key|Xbox|One Left Trigger}}</nowiki></code>
{{Key|Xbox|One Left Trigger}}
<code><nowiki>{{Key|Xbox|One Right Trigger}}</nowiki></code>
{{Key|Xbox|One Right Trigger}}
==== Diagram ====
<code><nowiki>{{Key|Xbox|One Controller Diagram}}</nowiki></code>
{{Key|Xbox|One Controller Diagram}}
__NOTOC__
<noinclude>[[Category:Key template documentation]]</noinclude>
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=== Buttons ===
<code><nowiki>{{Key|PS|Directional}}</nowiki></code>
{{Key|PS|Directional}}
<code><nowiki>{{Key|PS|Directional Left}}</nowiki></code>
{{Key|PS|Directional Left}}
<code><nowiki>{{Key|PS|Directional Right}}</nowiki></code>
{{Key|PS|Directional Right}}
<code><nowiki>{{Key|PS|Directional Up}}</nowiki></code>
{{Key|PS|Directional Up}}
<code><nowiki>{{Key|PS|Directional Down}}</nowiki></code>
{{Key|PS|Directional Down}}
<code><nowiki>{{Key|PS|Left Stick}}</nowiki></code>
{{Key|PS|Left Stick}}
<code><nowiki>{{Key|PS|Right Stick}}</nowiki></code>
{{Key|PS|Right Stick}}
<code><nowiki>{{Key|PS|Touch Pad}}</nowiki></code>
{{Key|PS|Touch Pad}}
<code><nowiki>{{Key|PS|Circle}}</nowiki></code>
{{Key|PS|Circle}}
<code><nowiki>{{Key|PS|Cross}}</nowiki></code>
{{Key|PS|Cross}}
<code><nowiki>{{Key|PS|Square}}</nowiki></code>
{{Key|PS|Square}}
<code><nowiki>{{Key|PS|Triangle}}</nowiki></code>
{{Key|PS|Triangle}}
<code><nowiki>{{Key|PS|Create}}</nowiki></code>
{{Key|PS|Create}}
<code><nowiki>{{Key|PS|Options}}</nowiki></code>
{{Key|PS|Options}}
<code><nowiki>{{Key|PS|L1}}</nowiki></code>
{{Key|PS|L1}}
<code><nowiki>{{Key|PS|R1}}</nowiki></code>
{{Key|PS|R1}}
<code><nowiki>{{Key|PS|L2}}</nowiki></code>
{{Key|PS|L2}}
<code><nowiki>{{Key|PS|R2}}</nowiki></code>
{{Key|PS|R2}}
<code><nowiki>{{Key|PS|L3}}</nowiki></code>
{{Key|PS|L3}}
<code><nowiki>{{Key|PS|R3}}</nowiki></code>
{{Key|PS|R3}}
<code><nowiki>{{Key|PS|Mute}}</nowiki></code>
{{Key|PS|Mute}}
<code><nowiki>{{Key|PS|PS}}</nowiki></code>
{{Key|PS|PS}}
=== Diagram ===
<code><nowiki>{{Key|PS|Controller Diagram}}</nowiki></code>
{{Key|PS|Controller Diagram}}
<noinclude>[[Category:Key template documentation]]</noinclude>
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<code>Gadget-[[MediaWiki:Gadget-{{{1}}}|{{{1}}}]]</code><noinclude>[[Category:Formatting templates]]</noinclude>
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<includeonly>{{Ambox
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| icon = Wikipedia.svg
| title= This code is adapted from [[wikipedia:Main Page|Wikipedia]].
| message = For the original code, see the following pages: {{#arraymap:{{{1|}}}|,|%s|[[wikipedia:%s|%s]]}}
| tiny = {{{tiny|}}}
| class = {{{class|}}}
}}</includeonly><noinclude>{{doc}}</noinclude>
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|-|<noinclude>{{documentation}}</noinclude>
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#redirect [[Template:((/doc]]
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<includeonly><span class="color">{{{1}}} <span class="color__splotch" style="background-color: {{{1}}};" title="{{{1}}}"></span></span>[[Category:Pages with colors]]</includeonly><noinclude>
{{doc}}
[[Category:Formatting templates]]
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This template creates a small color splotch with a given background color next to a plaintext color code. This is useful for previewing colors.
==Usage==
{{tlx|color|<color>}}
Where <code><color></code> is any valid [https://developer.mozilla.org/en-US/docs/Web/CSS/color_value CSS color].
==Examples==
<pre>
My favorite color is {{color|darkgreen}}
I think the current {{color|#6d8afb}} of links should be changed to a {{color|#6df4fb}}
RGB is cool too, you can do {{color|rgb(128,255,128)}}, or even transparency with {{color|rgba(128,255,128,0.5)}}.
</pre>
Produces:
My favorite color is {{color|darkgreen}}
I think the current {{color|#6d8afb}} of links should be changed to a {{color|#6df4fb}}
RGB is cool too, you can do {{color|rgb(128,255,128)}}, or even transparency with {{color|rgba(128,255,128,0.5)}}.
<noinclude>[[Category:Template documentation]]</noinclude>
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Template:Example character infobox
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<includeonly>{{#invoke:Infobox|main
<!-- See https://support.wiki.gg/wiki/DRUID_infoboxes for extra documentation -->
<!-- the "kind" categorizes this type of infobox. For example, you might want to write `Character`, `Level`, or `Item`. -->
<!-- This `kind` value should be unique to this template, and no other infobox template should have the same value -->
|kind=example-1
<!-- You can almost certainly leave the separator alone, unless one of your *section names* has a comma in it -->
|sep=,
<!-- feel free to edit the 300px but mostly try to avoid changing this next line unless you are adding tabs -->
|image={{#if:{{{image|}}}|[[File:{{{image}}}{{!}}300px]]}}
<!-- every infobox needs a |sections= parameter, which lists the groups of sections, in order top to bottom -->
|sections=General Info, Stats
<!-- for each section, specify the list of fields that you want to show up in that section, top to bottom -->
<!-- empty fields (not specified on the content page) will not show up -->
|General Info=Region,Element
|Stats=Attack, HP, Armor, Attack Speed
<!-- this field formats the `Attack Speed` parameter when it's specified by the content page, adding a % sign to the end of it. -->
<!-- this is an optional operation to do, only do it if you need to provide some extra formatting -->
|Attack Speed={{#if:{{{Attack Speed|}}}|{{{Attack Speed}}}%}}
}}<!--
Here is the above code without comments for easier copy-pasting:
{{#invoke:Infobox|main
|kind=example-1
|sep=,
|image={{#if:{{{image|}}}|[[File:{{{image}}}{{!}}300px]]}}
|sections=General Info, Stats
|General Info=Region,Element
|Stats=Attack, HP, Armor, Attack Speed
|Attack Speed={{#if:{{{Attack Speed|}}}|{{{Attack Speed}}}%}}
}}
--></includeonly><noinclude>
{{documentation}}
[[Category:Infobox templates]]</noinclude>
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Template:Example character infobox/doc
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<noinclude>Are you trying to edit [[Template:Example character infobox]]? If so, you may be in the wrong place - this is the '''documentation page''', not the template itself. To edit the template, please go here: {{fullurl:Template:Example character infobox|action=edit}}
</noinclude>This is an example character infobox using the [[support:DRUID infoboxes|DRUID infoboxes]] framework. You can edit it, rename it, or delete it as desired.
== Modify this template ==
To see how DRUID works, please '''edit this page'''! It has several comments explaining the different parts of how to make an infobox.
== Copyable code for use on other content pages ==
If you want to create pages using this infobox, you can use the snippet below. Please understand, this code is for CONTENT PAGES ONLY!! It does not have anything to do with changing what the template supports.
<syntaxhighlight lang="wikitext" style="overflow: auto;">
{{Example character infobox
|title=
|image=
|Region=
|Element=
|Attack=
|HP=
|Armor=
|Attack Speed=
}}
</syntaxhighlight><noinclude>[[Category:Template documentation]]</noinclude>
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Template:License/indie.io
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<includeonly>{{License/template
| source = {{{source|}}}
| type = developer
| darkIcon = yes
| icon = [[File:IN COPYRIGHT.svg|50px|link=https://rightsstatements.org/page/InC/1.0/?language=en|IN COPYRIGHT]]
| text = This file is owned by [https://indie.io indie.io] and/or its licensors, and is licensed under the [https://indie.io indie.io] [https://www.indie.io/terms-of-service Terms of Use].<br/>
All trademarks and registered trademarks present in the file are proprietary to [https://indie.io indie.io] and/or its licensors.
}}</includeonly><noinclude>
This template currently looks like: {{License/indie.io}}
See {{tl|License}} for full license documentation
[[Category:License templates]]</noinclude>
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<includeonly>{{License/template
| source = {{{source|}}}
| type = developer
| darkIcon = yes
| icon = [[File:IN COPYRIGHT.svg|50px|link=https://rightsstatements.org/page/InC/1.0/?language=en|IN COPYRIGHT]]
| text = This file is owned by [https://indie.io indie.io] and/or its licensors, and is licensed under the [https://indie.io indie.io] [https://www.indie.io/terms-of-service Terms of Use].<br/>
All trademarks and registered trademarks present in the file are proprietary to [https://indie.io indie.io] and/or its licensors.
}}</includeonly><noinclude>
This template currently looks like: {{License/indie.io}}
See {{tl|License}} for full license documentation
[[Category:License templates]]</noinclude>
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Template:-
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#REDIRECT [[Template:Clear]]
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Template:Clear/doc
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This template allows you to [https://developer.mozilla.org/en-US/docs/Web/CSS/clear clear] the left side, the right side, or both by adding <code><div style="clear:left/right/both;"></div></code>
==Usage==
{{tlx|Clear}}: Makes content wait until existing content is completed in all columns. Often used to stop text from flowing next to unrelated images. An optional <code>class</code> parameter can additionally be given for custom functionality.
To clear the left, simply put {{tlx|Clear|left}}. To clear the right, put {{tlx|Clear|right}}. To clear both sides, put {{tlx|Clear}}.
This template can also be called with {{tlx|-}} for short.
<templatedata>
{
"params": {
"1": {
"label": "Direction",
"description": "Which direction to clear",
"type": "string",
"default": "both",
"suggestedvalues": [
"left",
"right",
"both"
]
},
"class": {
"label": "Class",
"description": "A class to give to the clear",
"type": "string"
}
},
"description": "Clears the left, right, or both.",
"format": "inline"
}
</templatedata>
<noinclude>
[[Category:Template documentation]]
</noinclude>
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Template:Discord
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<includeonly>{{#if:{{{1|{{{id|}}}}}}|<!--
-->{{#ifeq: {{lc:{{{full|}}}<!-- -->}} | yes<!--
display the full widget:
-->|<div class="DiscordIntegrator" style="width: {{#or:{{{width|}}}|100%}}; height: {{#or:{{{height|}}}|300px}}"
data-id="{{{1|{{{id}}}}}}"
data-logged-in="{{{loggedIn}}}"
data-theme="{{{theme|}}}"
data-width="100%"
data-height="100%"><!--
-->If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.</div><!--
display only the small widget:
-->|<div id="discord-compact-widget" data-id="{{{1|{{{id}}}}}}"></div><!--
-->}}<!--
case: id is not supplied
-->|<strong class="error">DiscordIntegrator error: ID of the server isn't supplied.</strong> For instructions on how to find a Discord server ID, see [https://support.discord.com/hc/articles/206346498 this Discord Help Center article]<!--
-->}}</includeonly><!--
-->[[Category:Pages with Discord embeds]]<noinclude>{{Documentation}}
[[Category:Templates]]</noinclude>
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Template:Discord/doc
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This template allows you to either use [[support:DiscordCompact|DiscordCompact]] or [[support:DiscordWidget|DiscordWidget]] to display information about a certain Discord server.
== Usage ==
In order to be able to show a Discord server widget on your wiki, first go to your Discord server and do the following:
* Open the <code>Server Settings</code>, then go to the <code>Engagement</code> section.
* Scroll down to <code>Server Widget</code>.
* Enable the widget.
* Copy the <code>Server ID</code>.
Then, do the following depending on the type of widget you want to use (compact or full).
=== Compact widget (default) ===
{{main|support:DiscordCompact{{!}}DiscordCompact}}
The compact widget is the default one.
To use it, simply add the template with the server ID either as the '''first''' parameter or as the <code>id</code> parameter:
* <code><nowiki>{{Discord|serverID}}</nowiki></code>
* <code><nowiki>{{Discord|id=serverID}}</nowiki></code>
=== Full widget ===
{{main|support:DiscordWidget{{!}}DiscordWidget}}
To use the full version of the Discord widget, you have to specify <code>full=yes</code> as one of the template parameters, with the ID either as the '''first''' parameter or as the <code>id</code> parameter:
* <code><nowiki>{{Discord|serverID|full=yes}}</nowiki></code>
* <code><nowiki>{{Discord|full=yes|id=serverID}}</nowiki></code>
You can further customize the widget with the <code>width</code>, <code>height</code> and other parameters. See the Examples section and the full documentation for DiscordWidget on the [[support:DiscordWidget|Support Wiki]].
== Examples ==
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{Discord|951501892553424917}}</nowiki></code><br/><code><nowiki>{{Discord|id=951501892553424917}}</nowiki></code> || {{Discord|951501892553424917}}
|-
| <code><nowiki>{{Discord|951501892553424917}|full=yes}</nowiki></code> || {{Discord|951501892553424917|full=yes}}
|-
| <pre><nowiki>{{Discord|full=yes
|id = 951501892553424917
|width = 300px
|height = 500px
}}</nowiki></pre> || {{Discord|full=yes|id=951501892553424917|width=300px|height=500px}}
|}
== Dependencies ==
* As stated before, both Compact and Widget require the given Discord server to have Widgets enabled in its Server Settings.
* Both Compact and Widget require the <code>discordTemplate</code> gadget:
** [[MediaWiki:Gadgets/discordTemplate]]
** [[MediaWiki:Gadgets/discordTemplate/main.js]]
== TemplateData ==
<templatedata>
{
"params": {
"1": {
"aliases": [
"id"
],
"label": "Server ID",
"description": "The Discord server's ID.",
"example": "951501892553424917",
"type": "line",
"required": true
},
"full": {
"label": "Use full widget",
"example": "yes",
"type": "boolean",
"description": "Do you want to use the full widget?"
},
"width": {
"label": "Width (full widget only)",
"description": "A custom width for the full widget.",
"example": "300px",
"type": "line"
},
"height": {
"label": "Height (full widget only)",
"description": "A custom height for the full widget.",
"example": "500px",
"type": "line"
}
},
"description": "This template allows you to either use DiscordCompact or DiscordWidget to display information about a certain Discord server.",
"paramOrder": [
"1",
"full",
"width",
"height"
],
"format": "block"
}
</templatedata>
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Template:Main page box/end
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<includeonly></div>
</div></includeonly><noinclude>
{{doc}}
[[Category:Main page templates]]
</noinclude>
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Template:Main page box/start
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<includeonly><div class="mp-box <!--
These variables are used to determine if certain layouts should hide certain boxes.
The variable is created in and passed from [[Module:Main page]], and is formatted as a pseudo bitmask to reduce variable usage
An example of this variable would be "1,1,0," which would mean display on desktop and tablet but not on mobile
-->{{#ifeq:{{#explode:{{#var:imp-variable-display-box}}|,|0}}|0|mp-hide-on-desktop}} <!--
-->{{#ifeq:{{#explode:{{#var:imp-variable-display-box}}|,|1}}|0|mp-hide-on-tablet}} <!--
-->{{#ifeq:{{#explode:{{#var:imp-variable-display-box}}|,|2}}|0|mp-hide-on-mobile}} <!--
-->{{{class|}}}" style="grid-area:{{#var:imp-variable-id}}; {{{style|}}}" id="mp-box-{{#var:imp-variable-id}}" data-box-id="{{#var:imp-variable-id}}"><!--
-->{{#if:{{{title|{{{1|}}}}}}|
<h2> {{{title|{{{1|}}}}}} </h2>
}}<div class="mp-body"></includeonly><noinclude>
{{doc}}
[[Category:Main page templates]]
</noinclude>
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Template:Main page box/preload
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{{Main page box/start
| title = $1
}}
Content goes here, between the start and end templates.
Feel free to use wikitext, tables, templates, new lines, whatever.
{{Main page box/end}}<includeonly><no<noinclude></noinclude>include>[[Category:Main page boxes]]</no<noinclude></noinclude>include></includeonly><!-- don't edit this line --><noinclude>
[[Category:Main page templates]]
</noinclude>
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Template:Main page
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<includeonly>{{#invoke:Main page|main}}
__NOTOC__
__NOEDITSECTION__
[[Category:{{SITENAME}}| ]]</includeonly><noinclude>
{{doc}}
[[Category:Main page templates]]
</noinclude>
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Template:Main page box/create
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{{#tag: inputbox |
type = create
width = 40
default = {{{1|}}}
buttonlabel = Create this box
prefix = {{#or:{{{rootpage|}}}|{{MediaWiki:Mainpage}}}}/
placeholder = box name (no spaces)
preload = Template:Main page box/preload
summary = Created using preload
preloadparams[] = {{ucfirst:{{{1|Example}}}}}
}}<noinclude>[[Category:Main page templates]]</noinclude>
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Template:Main page box
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<includeonly><code>Template:Main page box</code> is not intended to be used directly, please use [[Template:Main page box/start]] and [[Template:Main page box/end]].</includeonly><noinclude>
This template is used to create the boxes of the IMProved Main Page (IMP) framework. '''It should not be called directly''', instead using {{tl|Main page box/start}} and {{tl|Main page box/end}}.
<div style="text-align:center;">
Use the box below to create a page with the required templates already in place, ready for you to add your content.
{{/create}}
The box name can not contain spaces or start with a number. Those are probably the only restrictions you'll run into, but for a full list see [https://developer.mozilla.org/en-US/docs/Web/CSS/custom-ident <custom-ident> on MDN web docs].
</div>
==Parameters==
These are the parameters used by {{tl|Main page box/start}}. All parameters are optional.
{| class="wikitable"
! Name !! Data type !! Description
|-
| title || Wikitext || The title of the box. This can be empty, in which case the box will contain only the content.
|-
| class || CSS classes || A list of classes to be passed to the box, separated by spaces and without quotes. Standard options are <code>centered-content</code> to vertically center contents, and <code>has-floating-image</code> in case floating images are needed in the box (normally the flex layout disallows this).
|-
| style || CSS declarations || Inline CSS to be applied directly to the box, without quotes. A common usage is <code>text-align:center;</code> for cases where it's desired for individual boxes to have centered text.
|}
[[Category:Main page templates]]
[[Category:Template documentation]]
</noinclude>
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Template:Main page box/start/doc
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See [[Template:Main page box]] for information on how to use this.
==TemplateData==
<templatedata>
{
"params": {
"class": {
"label": "Class",
"description": "Additional classes to give to the box wrapping this box.",
"example": "centered-content",
"suggestedvalues": [
"centered-content",
"has-floating-image"
]
},
"style": {
"label": "Style",
"description": "Inline CSS to add to the box wrapping this box",
"example": "text-align:center;",
"type": "string"
},
"title": {
"aliases": [
"1"
],
"label": "Title",
"description": "The title of this box.",
"example": "Welcome to the wiki!",
"type": "content",
"suggested": true
}
},
"description": "Creates a box for use on the main page.",
"paramOrder": [
"title",
"class",
"style"
],
"format": "block"
}
</templatedata>
<noinclude>[[Category:Template documentation]]</noinclude>
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Template:Main page box/end/doc
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See [[Template:Main page box]] for information on how to use this.
<noinclude>[[Category:Template documentation]]</noinclude>
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Template:Main page/doc
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This template is used to create an IMP Main Page. It uses [[Module:Main page]] to arrange a series of [[Template:Main page box]]es in a [https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_grid_layout CSS grid].
==Simple explanation==
The layout is made using keywords arranged in a grid. This grid has 3 columns on desktop-width screens, 2 columns on tablet, and 1 on mobile. Each can have as many rows as you want. Each keyword represents the same section and can span multiple rows and/or columns, but ''must'' form a contiguous rectangle of any dimension (1x1, 1x2, 2x2, 2x3, etc.).
For example, the following input to desktop:
<pre style="display:table;">
welcome welcome welcome
about links links
about contribute contribute
</pre>
would produce a grid resembling the following:
{| class="wikitable"
| style="background-color:rgba(0,255,0,0.15)" | welcome
| style="background-color:rgba(0,255,0,0.15)" | welcome
| style="background-color:rgba(0,255,0,0.15)" | welcome
|-
| style="background-color:rgba(255,0,255, 0.15)" | about
| style="background-color:rgba(0,0,255, 0.15)" | links
| style="background-color:rgba(0,0,255, 0.15)" | links
|-
| style="background-color:rgba(255,0,255, 0.15)" | about
| style="background-color:rgba(255,255,0, 0.15)" | contribute
| style="background-color:rgba(255,255,0, 0.15)" | contribute
|}
Where <code>welcome</code> is the contents of [[{{MediaWiki:Mainpage}}/welcome]], <code>about</code> is the contents of [[{{MediaWiki:Mainpage}}/about]], and so on. See [[Template:Main page box]] for more information about creating your own boxes.
If you enter a keyword that does not have a corresponding box already, you'll be prompted to create one when saving or previewing the page.
If you leave a keyword out of a certain layout, it will not be displayed on that layout. A warning will be given at the top of the edit preview in case this was an accident, but can be safely ignored if intentional.
For additional hints and information, see the comments that came on your main page or ask a wiki.gg staff member for help.
==Technical explanation==
For the CSS savvy, this section explains how it works a bit under the hood.
The input to desktop, tablet, and mobile create [https://developer.mozilla.org/en-US/docs/Web/CSS/Using_CSS_custom_properties CSS variables] which are then used as the value of [https://developer.mozilla.org/en-US/docs/Web/CSS/grid-template-areas grid-template-areas] in media queries for screen widths >=1350px, >=990px, and <990px. The boxes are given an id based on their subpage name, which is then used by the module to find the template, as well as by the box templates to assign them a CSS id of <code>mp-box-<keyword></code>. Since these keywords are used directly in the grid layout, they must follow the rules of [https://developer.mozilla.org/en-US/docs/Web/CSS/custom-ident <custom-ident>] naming.
==Dependencies==
For this template to work properly, you need the following:
* [[Module:Main page]]
* All templates in [[:Category:Main page templates]].
* All CSS within the "Main page layout" section found in [[MediaWiki:Common.css]].
The <code>[[MediaWiki:Gadgets/mpEditLinks|mpEditLinks]]</code> gadget is also highly recommended. Its code can be found at [[MediaWiki:Gadgets/mpEditLinks/main.css]] and [[MediaWiki:Gadgets/mpEditLinks/main.js]].
==TemplateData==
<templatedata>
{
"params": {
"desktop": {
"label": "Desktop",
"description": "The layout for wide screens",
"required": true,
"type": "string"
},
"tablet": {
"label": "Tablet",
"description": "The layout for mid-width screens",
"required": true,
"type": "string"
},
"mobile": {
"label": "Mobile",
"description": "The layout for narrow screens",
"required": true,
"type": "string"
}
},
"description": "Creates an IMP Main Page.",
"format": "block"
}
</templatedata>
<noinclude>[[Category:Template documentation]]</noinclude>
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Template:Ct
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<code><nowiki>[</nowiki>[[Special:CargoTables/{{{1}}}|{{{1}}}]]<nowiki>]</nowiki>{{#if:{{{2|}}}|.{{{2}}}}}</code><noinclude>
[[Category:Formatting templates]]</noinclude>
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Template:Main page box/missing
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{{Main page box/start
| title = {{{1}}}
| style = text-align:center;
| class = missing
}}
The {{{1}}} box does not exist. Check your spelling or create it here:<br/>
{{Main page box/create|{{{1|}}}|rootpage = {{{rootpage|}}}}}<br/>
See [[Template:Main page box]] for more information.
{{Main page box/end}}<noinclude>[[Category:Main page templates]]</noinclude>
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Template:Iter
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<includeonly>{{#vardefine:varname|ITER_INDEX_{{#if:{{{1|}}}|{{{1}}}|default}}<!-- end vardefine -->}}<!--
main logic
-->{{#vardefineecho:{{#var:varname}}|
{{#expr:
{{#ifeq:{{lc:{{{reset|}}}<!-- end lc -->}}
|yes
|0
|{{#var:{{#var:varname}}|0}}
<!-- end ifeq -->}} + {{#if:{{{get|}}}|0|1}}
<!-- end expr -->}}
<!-- end vde -->}}</includeonly><noinclude>{{documentation}}
[[Category:Templates]]</noinclude>
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Template:Iter/doc
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This template helps you create indexed columns in tables (particularly [[support:Cargo|Cargo]] queries) and to retrieve iterator values when using the parser function <code><nowiki>{{#arraymaptemplate</nowiki></code> (bundled with Extension:ParserPower on wiki.gg).
== Simple counting ==
<pre>
* {{iter|}}
* {{iter|}}
* {{iter|}}
* {{iter|}}
</pre>
* {{iter|}}
* {{iter|}}
* {{iter|}}
* {{iter|}}
== Reset the counter ==
<pre>
* {{iter|reset=yes}}
* {{iter|}}
* {{iter|reset=yes}}
* {{iter|}}
</pre>
* {{iter|reset=yes}}
* {{iter|}}
* {{iter|reset=yes}}
* {{iter|}}
== Multiple counters ==
<pre>
* {{iter|key1}}
* {{iter|key2}}
* {{iter|key2}}
* {{iter|key1}}
</pre>
* {{iter|key1}}
* {{iter|key2}}
* {{iter|key2}}
* {{iter|key1}}
== Get value without incrementing ==
<pre>
* {{iter|reset=yes}}
* {{iter|}}
* {{iter|}}
* {{iter|get=yes}}
</pre>
* {{iter|reset=yes}}
* {{iter|}}
* {{iter|}}
* {{iter|get=yes}}
<noinclude>
[[Category:Template documentation]]
</noinclude>
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Template:License/permission
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<includeonly>{{License/template
| source = {{{source|}}}
| type = permission
| icon = [[File:IN COPYRIGHT.svg|50px|link=|IN COPYRIGHT WITH PERMISSION]]
| text = This file is copyrighted. The copyright holder has given permission for its use on wiki.gg.
}}</includeonly><noinclude>
This template currently looks like: {{License/permission}}
See {{tl|License}} for full license documentation
[[Category:License templates]]</noinclude>
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| source = {{{source|}}}
| type = permission
| icon = [[File:IN COPYRIGHT.svg|50px|link=|IN COPYRIGHT WITH PERMISSION]]
| text = This file is copyrighted. The copyright holder has given permission for its use on wiki.gg.
}}</includeonly><noinclude>
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See {{tl|License}} for full license documentation
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<includeonly><!--
--><span class="country-flag" title="{{{2|}}}">{{#if: {{{1|}}} | [[File:Flag {{{1|}}}.svg|x20px|link=]] | }}</span><!--
--></includeonly><!--
--><noinclude>{{doc}}[[Category:Formatting templates]]</noinclude>
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Template:Flag/doc
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This formatting template allows you to display country flags inline.
Available country flags can be seen in [[dev:Category:Country_flags|our Commons Wiki]].
== Usage ==
The template can be used with the following formatting: <code><nowiki>{{flag|code|Legend}}</nowiki></code>, where:
* <code>code</code> is the [[wikipedia:ISO 3166-1 alpha-2|ISO 3166-1 alpha-2]] code for the country flag.
* <code>Legend</code> is the legend displayed on hover (optional).
== Examples ==
{| class="wikitable"
! Code !! Result
|-
| <code><nowiki>{{flag|ca|Canada}}</nowiki></code> || {{flag|ca|Canada}}
|}
<noinclude>[[Category:Template documentation]]</noinclude>
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#redirect [[Template:Disambiguation]]
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Official images used for purposes of promoting the game, that may not actually represent gameplay.
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The sub-categories of this category contain pages that have been identified as needing attention for one or more of the following reasons:
* Changes have been suggested that should be discussed first or are under discussion.
* The page has flaws that need addressing by an editor with the knowledge or skills to help.
* The action the page needs requires special rights.
''See also:''
* [[Special:BrokenRedirects|Broken redirects]]
* [[Special:DoubleRedirects|Double redirects]]
* [[Special:UncategorizedCategories|Uncategorized categories]]
* [[Special:UncategorizedFiles|Uncategorized files]]
* [[Special:UncategorizedPages|Uncategorized pages]]
* [[Special:UncategorizedTemplates|Uncategorized templates]]
* [[Special:WantedCategories|Wanted categories]]
* [[Special:WantedFiles|Wanted files]]
* [[Special:WantedPages|Wanted pages]]
* [[Special:WantedTemplates|Wanted templates]]
* [[Special:TrackingCategories|Other special tracking categories]]
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2025-06-02T23:05:16Z
ARTIFICER
564804
Importing default loadout
css
text/css
/* All CSS here will be loaded for users of the Vector skin */
/*
This is the wiki.gg default loadout,
please do not modify it inline. To add your own skin customizations,
scroll down to the end of the default loadout (or search for "[END]" to jump there).
If you modify the sheet above that point, your changes may be overwritten in updates without warning!!!
If you want to maintain your own CSS for annual MediaWiki updates & be responsible for ALL bugfixes YOURSELF, change UPDATE in the following line to say NOUPDATE:
DLW: UPDATE
DLW VERSION: 2.1
IMPORTANT: if you are updating your wiki from a version before May 22, 2025,
you need to copy [[MediaWiki:Gadgets/vectorScripts]] and [[MediaWiki:Gadgets/vectorScripts/main.js]] as well or your navigation tabs will break.
*/
/*********************************************************
* Backwards compatibility with deprecated variable names *
**********************************************************/
:root {
--wiki-heading-color: var(--wiki-content-heading-color);
}
/****************************************
* End backwards compatibility variables *
*****************************************/
/************************************
* Body, head, and general framework *
*************************************/
html, body {
height: auto;
min-height: 100%;
}
/* site background, avoid being covered by the wiki.gg netbar. */
html {
background-color: var(--wiki-body-background-color);
}
body::before {
content: "";
display: block;
position: fixed;
top: var(--wikigg-header-height);
bottom: 0;
left: 0;
right: 0;
z-index: -99999;
background-color: var(--wiki-body-background-color);
background-image: var(--wiki-body-background-image);
/* the following have fallbacks for backwards compatibility with older versions of the loadout */
background-position: var(--wiki-body-background-position, top center);
background-size: var(--wiki-body-background-size, cover);
background-repeat: var(--wiki-body-background-repeat, no-repeat);
background-attachment: var(--wiki-body-background-attachment, fixed);
}
body {
background: none;
font-family: var(--wiki-body-font-family);
accent-color: var(--wiki-accent-color);
box-sizing: border-box;
padding-top: calc(var(--wikigg-header-height) + var(--wiki-top-spacing, 0px));
padding-bottom: var(--wiki-bottom-spacing, 0px);
padding-left: var(--wiki-left-spacing, 0px);
padding-right: var(--wiki-right-spacing, 0px);
box-sizing: border-box;
}
.skinpref-limited-width body, body.skinpref-limited-width {
--wiki-page-content-max-width: var(--wiki-content-reduced-max-width, 1300px);
}
/* clear fix */
body::after {
content: "";
display: table;
clear: both;
}
#mw-page-base,
#mw-head-base {
background: none;
height: calc(var(--wiki-navigation-height, 3rem) + var(--wiki-content-border-width, 1px) * var(--wiki-is-navigation-inside-content, 0) + (var(--wiki-is-top-logo, 0) * (var(--wiki-logo-height, 160px) + var(--wiki-logo-margin, 15px)))); /* if is-top-logo, 3rem, else 3rem + logo-height + logo-margin */
}
#mw-page-base {
max-width: var(--wiki-page-content-max-width, 9999px);
margin: auto;
}
#mw-head-base {
width: calc(min(100%, var(--wiki-page-content-max-width, 9999px)) - var(--wiki-sidebar-width, 10em) - var(--wiki-gap-between-sidebar-and-content, 0.5em));
margin-top: calc((var(--wiki-navigation-height, 3rem) + var(--wiki-content-border-width, 1px) * var(--wiki-is-navigation-inside-content, 0) + (var(--wiki-is-top-logo, 0) * (var(--wiki-logo-height, 160px) + var(--wiki-logo-margin, 15px)))) * -1); /* if is-top-logo, -3rem, else (3rem + logo-height + logo-margin) * -1 */
margin-left: calc(max(0px, 100% - var(--wiki-page-content-max-width, 9999px)) / 2 + var(--wiki-sidebar-width, 10em) + var(--wiki-gap-between-sidebar-and-content, 0.5em));
}
/* let ul default to text that respects color */
ul {
list-style-image: none;
}
/************************
* End general framework *
*************************/
/**************
* Vector tabs *
***************/
/* prevent margin collapse */
.content-wrapper::before {
content: " ";
display: table;
}
/****** navbar (#mw-head) ******/
.vector-menu-tabs .mw-list-item,
#p-cactions {
float: unset;
line-height: 1.5;
box-sizing: border-box;
white-space: nowrap;
}
#mw-head {
--wiki-navigation-icon-size: 1em;
--icon-star-filled: url("data:image/svg+xml,%3C%3Fxml version='1.0'%3F%3E%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 32 32' id='Outlined'%3E%3Cg style='fill:%23000000;fill-opacity:1' id='Fill'%3E%3Cpath style='fill:%23000000;fill-opacity:1' id='path1380' d='M 28.61,11.67 H 20 L 17.34,3.47 C 16.920093,2.1973942 15.119907,2.1973942 14.7,3.47 L 12,11.67 H 3.39 c -1.3409796,0.0031 -1.900508,1.71581 -0.82,2.51 l 7,5.07 -2.68,8.21 C 6.5980433,28.35747 7.2662365,29.278767 8.21,29.28 8.4953889,29.267666 8.7705436,29.170143 9,29 l 7,-5.07 7,5.07 c 0.236205,0.170386 0.518805,0.264586 0.81,0.27 0.943763,-0.0012 1.611957,-0.92253 1.32,-1.82 l -2.66,-8.21 7,-5.07 c 1.075277,-0.810084 0.486081,-2.522863 -0.86,-2.5 z' /%3E%3C/g%3E%3C/svg%3E");
--icon-star-empty: url("data:image/svg+xml,%3C%3Fxml version='1.0' encoding='UTF-8'%3F%3E%3Csvg xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Cpath d='M20 7h-7L10 .5 7 7H0l5.46 5.47-1.64 7 6.18-3.7 6.18 3.73-1.63-7zm-10 6.9-3.76 2.27 1-4.28L3.5 8.5h4.61L10 4.6l1.9 3.9h4.6l-3.73 3.4 1 4.28z'/%3E%3C/svg%3E%0A");
/* icon below is from https://tabler-icons.io/ */
--icon-chevron-down: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' class='icon icon-tabler icon-tabler-chevron-down' width='24' height='24' viewBox='0 0 24 24' stroke-width='2' stroke='currentColor' fill='none' stroke-linecap='round' stroke-linejoin='round'%3E%3Cpath stroke='none' d='M0 0h24v24H0z' fill='none'%3E%3C/path%3E%3Cpath d='M6 9l6 6l6 -6'%3E%3C/path%3E%3C/svg%3E");
margin-left: calc(var(--wiki-sidebar-width, 10em) + var(--wiki-gap-between-sidebar-and-content, 0.5em));
width: auto;
height: calc(var(--wiki-navigation-height, 3em) + var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))));
margin-top: calc(-1 * (var(--wiki-navigation-height, 3em) + var(--wiki-content-border-width, 1px) + var(--wiki-content-border-width, 1px) * var(--wiki-is-navigation-inside-content, 0)));
position: relative;
display: flex;
align-items: stretch;
top: var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px)));
z-index: 1;
background: var(--wiki-navigation-box-background, none);
border: calc(var(--wiki-content-border-width, 1px) * var(--wiki-is-navigation-inside-content, 0)) var(--wiki-content-border-style, solid) var(--wiki-content-border-color);
border-bottom-width: 0;
border-radius: var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) 0 0;
border-image: var(--wiki-navigation-box-border-image, none);
}
/* top border of the content */
#mw-head::before {
content: "";
display: block;
box-sizing: border-box;
position: absolute;
top: calc(100% - min(var(--wiki-navigation-left-spacing, 0px) * 999, var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px)))));
left: 0;
width: calc(max(var(--wiki-navigation-left-spacing, 0px), calc(var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))))));
height: calc(max(var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) * (1 - var(--wiki-is-navigation-inside-content, 0)), var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px)))));
border: 0 var(--wiki-navigation-border-bottom-style, var(--wiki-navigation-selected-border-style, solid)) var(--wiki-navigation-border-bottom-color, var(--wiki-navigation-selected-border-color));
border-left-width: calc(var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))));
border-top-width: var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px)));
border-top-left-radius: calc(var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) * (1 - var(--wiki-is-navigation-inside-content, 0)));
}
#left-navigation,
#right-navigation {
float: none;
margin: 0;
display: flex;
align-items: flex-end;
}
#left-navigation {
flex: 0 0 auto;
justify-content: flex-start;
}
#right-navigation {
flex: 1 1 auto;
justify-content: flex-end;
}
#left-navigation::before,
#left-navigation::after,
#right-navigation::before,
#right-navigation::after {
content: "";
display: block;
height: 0;
border-bottom: var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))) var(--wiki-navigation-border-bottom-style, var(--wiki-navigation-selected-border-style, solid)) var(--wiki-navigation-border-bottom-color, var(--wiki-navigation-selected-border-color));
flex: 0 0 auto;
}
#left-navigation::before {
box-sizing: border-box;
width: var(--wiki-navigation-left-spacing, 0px);
border-bottom-width: 0;
}
#left-navigation::after {
width: var(--wiki-navigation-gap-between-left-and-right);
}
#right-navigation::before {
flex: 1 1 auto;
width: auto;
}
#right-navigation::after {
width: var(--wiki-navigation-right-spacing);
display: none; /* only for desktop */
}
/*** tabs ***/
/* reset */
.vector-menu,
.vector-menu *,
.vector-menu-tabs-legacy li {
background: none;
}
.vector-menu input {
border: 0;
}
/* tabs list */
.vector-menu-tabs {
height: unset;
padding: unset;
}
.vector-menu-tabs .vector-menu-content {
height: 100%;
}
.vector-menu-tabs .vector-menu-content-list {
display: flex;
align-items: flex-end;
}
/* tab */
.vector-menu-tabs .mw-list-item,
.vector-menu-dropdown {
/* outer box of normal tabs: border-bottom */
border-bottom: var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))) var(--wiki-navigation-border-bottom-style, var(--wiki-navigation-selected-border-style, solid)) var(--wiki-navigation-border-bottom-color, var(--wiki-navigation-selected-border-color));
border-radius: var(--wiki-navigation-border-radius) var(--wiki-navigation-border-radius) 0 0;
position: relative;
margin-right: max(0px, var(--wiki-navigation-tab-spacing)); /* make space for gap */
height: auto;
}
.vector-menu-tabs .mw-list-item::after,
.vector-menu-dropdown::after {
/* gap */
content: "";
display: block;
width: max(0px, var(--wiki-navigation-tab-spacing));
height: 0;
border-bottom: var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))) var(--wiki-navigation-border-bottom-style, var(--wiki-navigation-selected-border-style, solid)) var(--wiki-navigation-border-bottom-color, var(--wiki-navigation-selected-border-color));
position: absolute;
left: 100%;
bottom: calc(0px - var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))));
}
.vector-menu-tabs .mw-list-item + .mw-list-item,
.vector-menu-dropdown {
margin-left: calc(min(0px, var(--wiki-navigation-tab-spacing)));
}
.vector-menu-tabs .mw-list-item a,
#mw-head .vector-menu-dropdown .vector-menu-heading { /* "#mw-head " is needed here to correctly overwriting mw default css */
/* inner box of normal tabs: tab style */
height: auto;
margin: 0;
padding: var(--wiki-navigation-tab-padding-top, 1.25em) var(--wiki-navigation-tab-padding-x, 0.75em) var(--wiki-navigation-tab-padding-bottom, 4px);
border: var(--wiki-navigation-border-width, 1px) var(--wiki-navigation-border-style, solid) var(--wiki-navigation-border-color);
border-bottom: 0;
border-radius: var(--wiki-navigation-border-radius) var(--wiki-navigation-border-radius) 0 0;
border-image: var(--wiki-navigation-border-image);
color: var(--wiki-navigation-text-color);
background-image: var(--wiki-navigation-background-image, none);
background-color: color-mix(in srgb, var(--wiki-navigation-background-color) var(--wiki-navigation-background-opacity), transparent);
background-size: var(--wiki-navigation-background-size, auto);
background-repeat: var(--wiki-navigation-background-repeat, repeat);
background-position: var(--wiki-navigation-background-position, center);
font-size: var(--wiki-navigation-font-size, 0.8125em);
}
.vector-menu-tabs .mw-list-item a:hover,
#mw-head .vector-menu-dropdown .vector-menu-heading:hover {
border-color: var(--wiki-navigation-border-color--hover, var(--wiki-navigation-border-color));
color: var(--wiki-navigation-text-color--hover);
border-image: var(--wiki-navigation-border-image--hover);
background-image: var(--wiki-navigation-background-image--hover, var(--wiki-navigation-background-image, none));
background-color: color-mix(in srgb, var(--wiki-navigation-background-color--hover, var(--wiki-navigation-background-color)) var(--wiki-navigation-background-opacity--hover, var(--wiki-navigation-background-opacity)), transparent);
background-size: var(--wiki-navigation-background-size--hover, var(--wiki-navigation-background-size, auto));
background-repeat: var(--wiki-navigation-background-repeat--hover, var(--wiki-navigation-background-repeat, repeat));
background-position: var(--wiki-navigation-background-position--hover, var(--wiki-navigation-background-position, center));
}
.vector-menu-tabs .mw-list-item.selected {
background: none;
border-bottom-color: transparent;
}
.vector-menu-tabs .mw-list-item.selected a {
/* inner box of selected tab: tab style */
background-image: var(--wiki-navigation-selected-background-image, none);
background-color: color-mix(in srgb, var(--wiki-navigation-selected-background-color) var(--wiki-navigation-selected-background-opacity), transparent);
background-size: var(--wiki-navigation-selected-background-size, auto);
background-repeat: var(--wiki-navigation-selected-background-repeat, repeat);
background-position: var(--wiki-navigation-selected-background-position, center);
border: var(--wiki-navigation-selected-border-width, 1px) var(--wiki-navigation-selected-border-style, solid) var(--wiki-navigation-selected-border-color);
border-bottom: 0;
border-image: var(--wiki-navigation-selected-border-image);
color: var(--wiki-navigation-selected-text-color);
}
.vector-menu-tabs .mw-list-item.selected::before {
content: '';
display: block;
width: 100%;
box-sizing: border-box;
height: var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px)));
border: var(--wiki-navigation-selected-border-width, var(--wiki-content-border-width, 1px)) var(--wiki-navigation-border-bottom-style, var(--wiki-navigation-selected-border-style, solid)) var(--wiki-navigation-border-bottom-color, var(--wiki-navigation-selected-border-color));
border-top-width: 0;
border-bottom-width: 0;
position: absolute;
bottom: calc(0px - var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))));
background-color: var(--wiki-navigation-selected-border-bottom-color, color-mix(in srgb,var(--wiki-navigation-selected-background-color) var(--wiki-navigation-selected-background-opacity),transparent));
background-clip: padding-box;
}
/* watch/unwatch star */
.vector-menu-tabs #ca-watch.icon a,
.vector-menu-tabs #ca-unwatch.icon a {
width: 1.5em; /* same as line height */
height: 1.5em;
line-height: 1.5em;
box-sizing: content-box;
padding: var(--wiki-navigation-tab-padding-top, 1.25em) var(--wiki-navigation-tab-padding-x--icon, var(--wiki-navigation-tab-padding-x, 0.75em)) var(--wiki-navigation-tab-padding-bottom, 4px) var(--wiki-navigation-tab-padding-x--icon, var(--wiki-navigation-tab-padding-x, 0.75em));
color: transparent; /* for watch/unwatch, the text of <a> will be plain 'watch'/'unwatch' without <span> after clicking. */
}
.vector-menu-tabs #ca-watch.icon a::before,
.vector-menu-tabs #ca-unwatch.icon a::before {
content: "";
display: block;
position: unset;
background-image: none !important;
width: var(--wiki-navigation-icon-size);
height: var(--wiki-navigation-icon-size);
margin: calc((1.5em - var(--wiki-navigation-icon-size)) / 2);
--mask: var(--icon) no-repeat;
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: 100% 100%;
mask-size: 100% 100%;
-webkit-mask-position: center center;
mask-position: center center;
background-color: var(--wiki-navigation-text-color);
}
.vector-menu-tabs #ca-watch.icon a:hover::before,
.vector-menu-tabs #ca-unwatch.icon a:hover::before {
background-color: var(--wiki-navigation-text-color--hover);
}
.vector-menu-tabs #ca-watch.icon a span,
.vector-menu-tabs #ca-unwatch.icon a span {
display: none;
}
.vector-menu-tabs #ca-watch.icon a::before,
.vector-menu-tabs #ca-unwatch.icon a::before {
transform-origin: 50% calc(var(--wiki-navigation-icon-size) / 2 * 1.125);
}
.vector-menu-tabs #ca-watch.icon {
/* line star */
--icon: var(--icon-star-empty);
}
.vector-menu-tabs #ca-unwatch.icon {
/* solid star */
--icon: var(--icon-star-filled);
}
/*** dropdown menu ***/
.vector-menu-dropdown .vector-menu-heading { /* "More" */
/* tab label */
position: relative;
display: flex;
align-items: center;
gap: 0.25em;
}
.vector-menu-dropdown .vector-menu-heading::after {
/* arrow icon */
content: "";
display: block;
width: 1em;
height: 1em;
margin-top: 1px; /* tweak offset */
--mask: var(--icon-chevron-down) no-repeat;
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: 100% 100%;
mask-size: 100% 100%;
-webkit-mask-position: center center;
mask-position: center center;
background: unset;
background-color: var(--wiki-navigation-text-color);
filter: none;
}
.vector-menu-dropdown:hover .vector-menu-heading::after {
/* .vector-menu-heading is covered by .vector-menu-checkbox, therefore we can't use .vector-menu-heading:hover::after */
background-color: var(--wiki-navigation-text-color--hover);
}
.vector-menu-dropdown .mw-list-item a:not(.vector-icon) {
font-size: var(--wiki-navigation-dropdown-font-size, 0.8125em);
}
.vector-menu-dropdown .vector-menu-content {
/* dropdown list body */
border: var(--wiki-navigation-dropdown-border-width) solid var(--wiki-navigation-dropdown-border-color);
border-radius: 0 0 var(--wiki-navigation-dropdown-border-radius) var(--wiki-navigation-dropdown-border-radius);
border-image: var(--wiki-navigation-dropdown-border-image);
background: color-mix(in srgb, var(--wiki-navigation-dropdown-background-color, var(--wiki-content-background-color)) var(--wiki-navigation-dropdown-background-opacity, var(--wiki-content-background-opacity, 100%)), transparent);
box-shadow: var(--wiki-navigation-dropdown-shadow);
backdrop-filter: var(--wiki-navigation-dropdown-backdrop-filter);
left: 0; /* reset */
margin: 0; /* reset */
}
.vector-menu-dropdown .vector-menu-content ul {
padding: var(--wiki-navigation-dropdown-padding, 0);
border: 0;
}
.vector-menu-dropdown .vector-menu-content li:hover {
background: var(--wiki-navigation-dropdown-item-background--hover, none);
}
.vector-menu-dropdown .vector-menu-content li a {
display: block;
padding: var(--wiki-navigation-dropdown-item-padding, 0);
color: var(--wiki-navigation-text-color);
}
.vector-menu-dropdown .vector-menu-content li a:visited {
color: var(--wiki-navigation-text-color);
}
.vector-menu-dropdown .vector-menu-content li a:hover {
color: var(--wiki-navigation-text-color--hover, var(--wiki-content-link-color--hover)); /* fallback for backwards compatibility */
}
/*** search form ***/
#p-search {
margin: 0;
padding: 0 calc(max(0px, var(--wiki-navigation-right-spacing, 0px))) calc(max(0px, var(--wiki-navigation-search-bottom-spacing, 3px) + var(--wiki-content-border-width, 1px))) calc(max(0px, 3px - max(0px, var(--wiki-navigation-tab-spacing, -1px))));
z-index: 2;
position: relative;
}
.vector-search-box form {
margin: unset;
}
#p-search .searchButton {
background-color: transparent;
}
/* top border of the content box */
#p-search::before {
content: "";
display: block;
width: calc(100% - calc(max(var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) * (1 - var(--wiki-is-navigation-inside-content, 0)), var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))))));
height: 0;
border-bottom: var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))) var(--wiki-navigation-border-bottom-style, var(--wiki-navigation-selected-border-style, solid)) var(--wiki-navigation-border-bottom-color, var(--wiki-navigation-selected-border-color));
position: absolute;
bottom: 0;
left: 0;
}
#p-search::after {
/* top right border-radius of content area */
content: "";
display: block;
width: calc(max(var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) * (1 - var(--wiki-is-navigation-inside-content, 0)), var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px)))));
height: calc(max(var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) * (1 - var(--wiki-is-navigation-inside-content, 0)), var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px)))));
box-sizing: border-box;
border-width: var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))) var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))) 0 0;
border-style: var(--wiki-navigation-border-bottom-style, var(--wiki-navigation-selected-border-style, solid));
border-color: var(--wiki-navigation-border-bottom-color, var(--wiki-navigation-selected-border-color));
border-radius: 0 calc(var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) * (1 - var(--wiki-is-navigation-inside-content, 0))) 0 0;
position: absolute;
top: calc(100% - var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px))));
right: 0;
}
/******************
* End vector tabs *
*******************/
/********
* Links *
*********/
a,
.mw-parser-output a.external,
.mw-parser-output a.extiw {
color: var(--wiki-content-link-color);
}
a:visited,
.mw-parser-output a.extiw:visited,
.mw-parser-output a.external:visited {
color: var(--wiki-content-link-color--visited);
}
a:not(.mw-selflink):hover,
a:visited:hover,
.mw-parser-output a.extiw:hover,
.mw-parser-output a.extiw:visited:hover,
.mw-parser-output a.external:hover,
.mw-parser-output a.external:visited:hover {
color: var(--wiki-content-link-color--hover);
}
a.new,
a.new:visited,
a.new:hover,
.mw-usertoollinks-contribs-no-edits {
color: var(--wiki-content-redlink-color);
}
a:not(.mw-selflink):active,
a:visited:active,
.mw-parser-output a.extiw:active,
.mw-parser-output a.extiw:visited:active,
.mw-parser-output a.external:active,
.mw-parser-output a.external:visited:active {
color: var(--wiki-warning-color);
}
/* move external marker to an after so we can filter it to link color */
.mw-parser-output a.external {
background: none;
padding-right: 0;
}
.mw-parser-output a.external::after {
display: inline-block;
width: 1em;
height: 1em;
margin-left: 1px;
content: '';
vertical-align: text-top;
--mask: var(--icon) no-repeat;
--mask-size: 0.857em;
--mask-position: center right;
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: var(--mask-size);
mask-size: var(--mask-size);
-webkit-mask-position: var(--mask-position);
mask-position: var(--mask-position);
background-color: currentColor;
}
.mw-parser-output a.external::after {
margin-left: 0;
--icon: url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2212%22 height=%2212%22 viewBox=%220 0 12 12%22%3E %3Cpath d=%22M6 1h5v5L8.86 3.85 4.7 8 4 7.3l4.15-4.16L6 1ZM2 3h2v1H2v6h6V8h1v2a1 1 0 0 1-1 1H2a1 1 0 0 1-1-1V4a1 1 0 0 1 1-1Z%22/%3E %3C/svg%3E");
}
.plainlinks a.external::after {
display: none;
}
/*
Using a background instead of an ::after prevents the icon from wrapping onto its own line,
but prevents it from being recolored. Use this only for icons that should not be recolored, otherwise
use the ::after method used for external links above
*/
a.extiw[title^="wikipedia:"],
a.extiw[title^="wp:"],
a.extiw[title^="mw:"],
a.extiw[title^="support:"] {
padding-right: 1em;
background-position: center right;
background-repeat: no-repeat;
background-size: 0.857em;
}
a.extiw[title^="wikipedia:"],
a.extiw[title^="wp:"] {
background-image: url(https://commons.wiki.gg/images/2/28/Wikipedia.svg?202406)
}
a.extiw[title^="mw:"] {
background-image: url(https://commons.wiki.gg/images/9/9b/MediaWiki.svg?202406)
}
a.extiw[title^="support:"] {
background-image: url(https://commons.wiki.gg/images/9/9b/Wiki.gg_icon-pink.svg)
}
/************
* End links *
*************/
/***************
* Left Sidebar *
****************/
#mw-panel {
width: var(--wiki-sidebar-width, 10em);
box-sizing: border-box;
padding-left: unset;
position: relative;
z-index: 1; /* above #footer */
padding-top: calc((1 - var(--wiki-is-top-logo, 0)) * (var(--wiki-logo-file-height, 160) / var(--wiki-logo-file-width, 160) * var(--wiki-sidebar-width, 10em) + var(--wiki-logo-margin, 15px))); /* if is-top-logo, logo-file ratio * 10em + logo-margin, else 0 */
top: calc(-1 * var(--wiki-is-navigation-inside-content, 0) * (var(--wiki-navigation-height) + var(--wiki-content-border-width)));
}
#mw-panel .vector-menu-portal {
background-color: color-mix(in srgb, var(--wiki-sidebar-background-color) var(--wiki-sidebar-background-opacity), transparent);
background-image: var(--wiki-sidebar-background-image, none);
background-size: var(--wiki-sidebar-background-size, auto);
background-repeat: var(--wiki-sidebar-background-repeat, repeat);
background-position: var(--wiki-sidebar-background-position, center);
border: var(--wiki-sidebar-border-width, 1px) solid var(--wiki-sidebar-border-color);
border-image: var(--wiki-sidebar-border-image, none);
margin: 0 var(--wiki-sidebar-margin, 0.5em);
padding: 0;
}
@supports not (color:color-mix(in srgb, #000, transparent)) {
#mw-panel .vector-menu-portal {
background-color: var(--wiki-sidebar-background-color);
}
}
#mw-panel .vector-menu-portal + .vector-menu-portal {
border-top-width: 0;
}
#mw-panel .vector-menu-portal:last-child {
margin-bottom: 0;
}
.vector-menu-portal .vector-menu-heading {
padding: var(--wiki-sidebar-heading-padding, 0.5rem 0.25rem 0.5rem 0.5rem);
margin: 0 0 var(--wiki-sidebar-heading-margin-bottom, -0.5rem) 0;
background: var(--wiki-sidebar-heading-background, none);
color: var(--wiki-sidebar-heading-color);
font-family: var(--wiki-sidebar-heading-font-family);
font-size: var(--wiki-sidebar-heading-font-size, 0.75em);
font-weight: var(--wiki-sidebar-heading-font-weight, normal);
}
.vector-menu-portal .vector-menu-content {
margin: 0;
padding: var(--wiki-sidebar-list-padding, 0.25rem);
}
.vector-menu-portal .vector-menu-content ul {
padding: 0;
}
.vector-menu-portal .vector-menu-content li {
font-size: var(--wiki-sidebar-font-size, 0.75em);
line-height: var(--wiki-sidebar-line-height, 1.125em);
padding: 0;
}
.vector-menu-portal .vector-menu-content li a {
display: block;
padding: var(--wiki-sidebar-list-item-padding, 0.25em 0.25rem);
}
.vector-menu-portal .vector-menu-content .mw-list-item a,
.vector-menu-portal .vector-menu-content .mw-list-item a:visited,
.vector-menu-portal .vector-menu-content li a,
.vector-menu-portal .vector-menu-content li a:visited {
color: var(--wiki-sidebar-link-color);
}
.vector-menu-portal .vector-menu-content .mw-list-item a:hover,
.vector-menu-portal .vector-menu-content .mw-list-item a:visited:hover {
color: var(--wiki-sidebar-link-color--hover, var(--wiki-content-link-color--hover)); /* fallback for backwards compatibility */
background: var(--wiki-sidebar-list-item-background--hover, none);
}
#t-newpage {
--sidebar-icon: url('data:image/svg+xml;charset=UTF-8,%3Csvg xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22 viewBox%3D%220 0 384 512%22%3E%3C!--%21Font Awesome Free 6.5.2 by %40fontawesome - https%3A%2F%2Ffontawesome.com License - https%3A%2F%2Ffontawesome.com%2Flicense%2Ffree Copyright 2024 Fonticons%2C Inc.--%3E%3Cpath d%3D%22M0 64C0 28.7 28.7 0 64 0H224V128c0 17.7 14.3 32 32 32H384V448c0 35.3-28.7 64-64 64H64c-35.3 0-64-28.7-64-64V64zm384 64H256V0L384 128z%22%2F%3E%3C%2Fsvg%3E');
order: -1;
}
#t-upload {
--sidebar-icon: url('data:image/svg+xml;charset=UTF-8,%3Csvg xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22 viewBox%3D%220 0 512 512%22%3E%3C!--%21Font Awesome Free 6.5.2 by %40fontawesome - https%3A%2F%2Ffontawesome.com License - https%3A%2F%2Ffontawesome.com%2Flicense%2Ffree Copyright 2024 Fonticons%2C Inc.--%3E%3Cpath d%3D%22M288 109.3V352c0 17.7-14.3 32-32 32s-32-14.3-32-32V109.3l-73.4 73.4c-12.5 12.5-32.8 12.5-45.3 0s-12.5-32.8 0-45.3l128-128c12.5-12.5 32.8-12.5 45.3 0l128 128c12.5 12.5 12.5 32.8 0 45.3s-32.8 12.5-45.3 0L288 109.3zM64 352H192c0 35.3 28.7 64 64 64s64-28.7 64-64H448c35.3 0 64 28.7 64 64v32c0 35.3-28.7 64-64 64H64c-35.3 0-64-28.7-64-64V416c0-35.3 28.7-64 64-64zM432 456a24 24 0 1 0 0-48 24 24 0 1 0 0 48z%22%2F%3E%3C%2Fsvg%3E');
order: -1;
}
#t-print {
--sidebar-icon: url('data:image/svg+xml;charset=UTF-8,%3Csvg xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22 viewBox%3D%220 0 512 512%22%3E%3C!--%21Font Awesome Free 6.5.2 by %40fontawesome - https%3A%2F%2Ffontawesome.com License - https%3A%2F%2Ffontawesome.com%2Flicense%2Ffree Copyright 2024 Fonticons%2C Inc.--%3E%3Cpath d%3D%22M128 0C92.7 0 64 28.7 64 64v96h64V64H354.7L384 93.3V160h64V93.3c0-17-6.7-33.3-18.7-45.3L400 18.7C388 6.7 371.7 0 354.7 0H128zM384 352v32 64H128V384 368 352H384zm64 32h32c17.7 0 32-14.3 32-32V256c0-35.3-28.7-64-64-64H64c-35.3 0-64 28.7-64 64v96c0 17.7 14.3 32 32 32H64v64c0 35.3 28.7 64 64 64H384c35.3 0 64-28.7 64-64V384zM432 248a24 24 0 1 1 0 48 24 24 0 1 1 0-48z%22%2F%3E%3C%2Fsvg%3E');
order: -1;
}
#t-whatlinkshere {
--sidebar-icon: url('data:image/svg+xml;charset=UTF-8,%3Csvg xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22 viewBox%3D%220 0 640 512%22%3E%3C!--%21Font Awesome Free 6.5.2 by %40fontawesome - https%3A%2F%2Ffontawesome.com License - https%3A%2F%2Ffontawesome.com%2Flicense%2Ffree Copyright 2024 Fonticons%2C Inc.--%3E%3Cpath d%3D%22M579.8 267.7c56.5-56.5 56.5-148 0-204.5c-50-50-128.8-56.5-186.3-15.4l-1.6 1.1c-14.4 10.3-17.7 30.3-7.4 44.6s30.3 17.7 44.6 7.4l1.6-1.1c32.1-22.9 76-19.3 103.8 8.6c31.5 31.5 31.5 82.5 0 114L422.3 334.8c-31.5 31.5-82.5 31.5-114 0c-27.9-27.9-31.5-71.8-8.6-103.8l1.1-1.6c10.3-14.4 6.9-34.4-7.4-44.6s-34.4-6.9-44.6 7.4l-1.1 1.6C206.5 251.2 213 330 263 380c56.5 56.5 148 56.5 204.5 0L579.8 267.7zM60.2 244.3c-56.5 56.5-56.5 148 0 204.5c50 50 128.8 56.5 186.3 15.4l1.6-1.1c14.4-10.3 17.7-30.3 7.4-44.6s-30.3-17.7-44.6-7.4l-1.6 1.1c-32.1 22.9-76 19.3-103.8-8.6C74 372 74 321 105.5 289.5L217.7 177.2c31.5-31.5 82.5-31.5 114 0c27.9 27.9 31.5 71.8 8.6 103.9l-1.1 1.6c-10.3 14.4-6.9 34.4 7.4 44.6s34.4 6.9 44.6-7.4l1.1-1.6C433.5 260.8 427 182 377 132c-56.5-56.5-148-56.5-204.5 0L60.2 244.3z%22%2F%3E%3C%2Fsvg%3E');
order: -1;
}
#t-specialpages {
--sidebar-icon: url('data:image/svg+xml;charset=UTF-8,%3Csvg xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22 viewBox%3D%220 0 576 512%22%3E%3C!--%21Font Awesome Free 6.5.2 by %40fontawesome - https%3A%2F%2Ffontawesome.com License - https%3A%2F%2Ffontawesome.com%2Flicense%2Ffree Copyright 2024 Fonticons%2C Inc.--%3E%3Cpath d%3D%22M316.9 18C311.6 7 300.4 0 288.1 0s-23.4 7-28.8 18L195 150.3 51.4 171.5c-12 1.8-22 10.2-25.7 21.7s-.7 24.2 7.9 32.7L137.8 329 113.2 474.7c-2 12 3 24.2 12.9 31.3s23 8 33.8 2.3l128.3-68.5 128.3 68.5c10.8 5.7 23.9 4.9 33.8-2.3s14.9-19.3 12.9-31.3L438.5 329 542.7 225.9c8.6-8.5 11.7-21.2 7.9-32.7s-13.7-19.9-25.7-21.7L381.2 150.3 316.9 18z%22%2F%3E%3C%2Fsvg%3E');
order: -1;
}
#t-cargopagevalueslink {
--sidebar-icon: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' version='1.1' viewBox='0 0 126.971 136.024'%3E%3Cpath d='m105.999 0-84 .049L0 8.957v127.065h126.97V8.957Z' fill='none' display='inline' opacity='1' paint-order='normal'/%3E%3Cpath d='m9.735 8.774 12.265-5h84l12.25 5H9.75' fill='%23000' fill-opacity='1' display='inline'/%3E%3Cpath d='M3.5 41.024H28v63.5H3.5zm95.5 0h24.5v63.5H99zm-95.5 67.5H123v24H3.5zm0-95.5H123v24H3.5zm27.985 28V59.67l13.61 13.61 17.323 17.324 1.788 1.787 12.131 12.132h19.147v-16.21l-13.6-13.6-1.788-1.787-17.325-17.324-14.578-14.579H31.485zm45.865 0-12.2 12.2 17.324 17.324 13.01-13.01V41.024H77.35zM42.716 75.658l-11.23 11.231v17.634h17.013l11.541-11.54-17.324-17.325z' fill='%23000' fill-opacity='1' fill-rule='nonzero' display='inline' opacity='1' paint-order='normal'/%3E%3C/svg%3E");
order: -1;
}
#t-specialpages > a::before,
#t-whatlinkshere > a::before,
#t-print > a::before,
#t-newpage > a::before,
#t-upload > a::before,
#t-cargopagevalueslink > a::before {
content: '';
background-image: var(--sidebar-icon);
background-size: contain;
background-repeat: no-repeat;
background-position: center;
display: inline-block;
width: 15px;
height: 15px;
}
#p-tb .mw-list-item > a::before {
filter: var(--wiki-sidebar-icon-to-link-filter, var(--wiki-icon-to-link-filter));
}
#p-tb .mw-list-item > a {
display: flex;
align-items: center;
gap: 3px;
}
#p-tb .vector-menu-content-list {
display: flex;
flex-direction: column;
}
/* Sidebar spacing and border-radius section */
#mw-panel .vector-menu-portal:not(:last-child) {
margin-bottom: var(--wiki-sidebar-portal-spacing);
}
#mw-panel #p-logo + .vector-menu-portal,
#mw-panel #p-ext-discordwidget + .vector-menu-portal {
/*
The way this works is that if the sidebar does not have any spacing, only the top and bottom corners
of the top and bottom portals respectively should be rounded, instead of all corners of every portal.
min and calc are combined here to basically create an `if x > 0 then y else z` function.
The lower of (sidebar-border-radius) and (spacing * 999) are compared and the smaller value is taken (999 is simply an arbitrary large number).
If portal spacing is zero, multiplying it gets 0 and will be the smaller value. If it's non-zero, it will be large and sidebar-border-radius will be the smaller value.
This is only applied to the "inner" corners because we'd want the "outer" corners rounded in either scenario.
*/
border-radius: var(--wiki-sidebar-border-radius) var(--wiki-sidebar-border-radius) calc(min(var(--wiki-sidebar-border-radius), var(--wiki-sidebar-portal-spacing) * 999)) calc(min(var(--wiki-sidebar-border-radius), var(--wiki-sidebar-portal-spacing) * 999));
}
#mw-panel .vector-menu-portal:last-child {
/* see rule above for explanation */
border-radius: calc(min(var(--wiki-sidebar-border-radius), var(--wiki-sidebar-portal-spacing) * 999)) calc(min(var(--wiki-sidebar-border-radius), var(--wiki-sidebar-portal-spacing) * 999)) var(--wiki-sidebar-border-radius) var(--wiki-sidebar-border-radius);
}
#mw-panel .vector-menu-portal {
/* see above rules for explanation */
border-radius: calc(min(var(--wiki-sidebar-border-radius), var(--wiki-sidebar-portal-spacing) * 999));
}
#mw-panel .vector-menu-portal + .vector-menu-portal {
/* This keeps the border from doubling up if there is no spacing between them,
The portals other than the first only have a top border if there is spacing */
border-top-width: min(var(--wiki-sidebar-border-width, 1px), var(--wiki-sidebar-portal-spacing, 0px)); /* the 1px and 0px fallbacks are for backwards compatibility with older versions of the loadout */
}
#mw-panel #p-ext-discordwidget + .vector-menu-portal {
border-top-width: var(--wiki-sidebar-border-width, 1px);
}
/* end sidebar spacing and border-radius */
/*******************
* End left sidebar *
********************/
/*******
* Logo *
********/
/* [[File:Site-logo.png]] */
#p-logo {
width: calc(var(--wiki-sidebar-width, 10em) * (1 - var(--wiki-is-top-logo, 0)) + var(--wiki-logo-file-width, 160) / var(--wiki-logo-file-height, 160) * var(--wiki-logo-height, 160px) * var(--wiki-is-top-logo, 0));
height: calc(var(--wiki-logo-file-height, 160) / var(--wiki-logo-file-width, 160) * var(--wiki-sidebar-width, 10em) * (1 - var(--wiki-is-top-logo, 0)) + var(--wiki-logo-height, 160px) * var(--wiki-is-top-logo, 0));
position: absolute;
top: calc(-1 * (var(--wiki-navigation-height, 3rem) + var(--wiki-logo-height, 160px) + var(--wiki-logo-margin, 0px) - var(--wiki-is-navigation-inside-content, 0) * (var(--wiki-navigation-height))) * var(--wiki-is-top-logo, 0));
left: calc((min((100vw - var(--wiki-left-spacing, 0.5em) - var(--wiki-left-spacing)), var(--wiki-page-content-max-width, 9999px)) - var(--wiki-logo-file-width, 160) / var(--wiki-logo-file-height, 160) * var(--wiki-logo-height, 160px)) / 2 * var(--wiki-is-top-logo, 0));
margin: 0;
filter: var(--wiki-logo-filter, none);
}
#p-logo a {
background-size: contain;
position: absolute;
top: 0;
left: 0;
bottom: 0;
right: 0;
width: auto;
height: auto;
}
/***********
* End logo *
************/
/***************
* Content area *
****************/
.content-wrapper {
max-width: var(--wiki-page-content-max-width, none);
margin-left: auto;
margin-right: auto;
}
.mw-body,
.parsoid-body {
color: var(--wiki-content-text-color);
background-color: color-mix(in srgb, var(--wiki-content-background-color) var(--wiki-content-background-opacity), transparent);
margin-left: calc(var(--wiki-sidebar-width, 10em) + var(--wiki-gap-between-sidebar-and-content, 0.5em));
margin-top: unset;
border: 0;
border-radius: calc((1 - var(--wiki-is-navigation-inside-content, 0)) * min(var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)), var(--wiki-navigation-left-spacing, 0px))) calc((1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px))) calc(min(var(--wiki-spacing-before-footer, 0px) * 999, var(--wiki-content-border-radius, 0px))) calc(min(var(--wiki-spacing-before-footer, 0px) * 999, var(--wiki-content-border-radius, 0px)));
position: relative;
}
@supports not (color:color-mix(in srgb, #000, transparent)) {
.mw-body,
.parsoid-body {
background-color: var(--wiki-content-background-color);
}
}
.mw-body::after,
.parsoid-body::after {
content: '';
display: block;
box-sizing: border-box;
position: absolute;
left: 0;
right: 0;
top: calc(max(var(--wiki-content-border-top-radius, var(--wiki-content-border-radius, 0px)) * (1 - var(--wiki-is-navigation-inside-content, 0)), var(--wiki-navigation-border-bottom-width, calc(var(--wiki-is-navigation-inside-content, 0) * var(--wiki-navigation-selected-border-width, 1px) + (1 - var(--wiki-is-navigation-inside-content, 0)) * var(--wiki-content-border-width, 1px)))));
bottom: 0;
pointer-events: none;
border-left: var(--wiki-content-border-width, 1px) var(--wiki-content-border-style, solid) var(--wiki-content-border-color);
border-right: var(--wiki-content-border-width, 1px) var(--wiki-content-border-style, solid) var(--wiki-content-border-color);
border-bottom: var(--wiki-content-border-bottom-width, 1px) var(--wiki-content-border-bottom-style, solid) var(--wiki-content-border-bottom-color, var(--wiki-content-border-color));
border-radius: 0 0 calc(min(var(--wiki-spacing-before-footer, 0px) * 999, var(--wiki-content-border-radius, 0px))) calc(min(var(--wiki-spacing-before-footer, 0px) * 999, var(--wiki-content-border-radius, 0px)));
border-image: var(--wiki-content-border-image, none);
}
#mw-data-after-content {
max-width: calc(var(--wiki-page-content-max-width) - var(--wiki-sidebar-width) - var(--wiki-gap-between-sidebar-and-content));
margin-left: calc(var(--wiki-sidebar-width) + var(--wiki-gap-between-sidebar-and-content) + max(0px, 100% - var(--wiki-page-content-max-width)) / 2);
box-sizing: border-box;
color: var(--wiki-content-text-color);
background-color: color-mix(in srgb, var(--wiki-content-background-color) var(--wiki-content-background-opacity), transparent);
}
#mw-data-after-content .read-more-container {
border: var(--wiki-content-border-width, 1px) var(--wiki-content-border-style, solid) var(--wiki-content-border-color);
border-top-width: 0;
border-bottom: var(--wiki-content-border-bottom-width, 1px) var(--wiki-content-border-bottom-style, solid) var(--wiki-content-border-bottom-color, var(--wiki-content-border-color));
padding: 1em;
margin: 0;
}
#mw-data-after-content .read-more-container:empty {
display: none;
}
@media screen and (min-width: 982px) {
#mw-data-after-content .read-more-container {
padding: 1.25em 1.5em 1.5em 1.5em;
}
}
.mw-footer {
max-width: calc(var(--wiki-page-content-max-width, 9999px) - var(--wiki-sidebar-width, 10em) - var(--wiki-gap-between-sidebar-and-content, 0.5em));
box-sizing: border-box;
background-color: color-mix(in srgb, var(--wiki-footer-background-color, var(--wiki-content-background-color)) var(--wiki-footer-background-opacity, var(--wiki-content-background-opacity)), transparent);
border: var(--wiki-footer-border-width, 1px) var(--wiki-footer-border-style, solid) var(--wiki-footer-border-color, var(--wiki-content-border-color));
border-top-width: calc(min(var(--wiki-spacing-before-footer, 0px) * 999, var(--wiki-footer-border-width, 1px)));
margin-top: var(--wiki-spacing-before-footer, 0px);
border-radius: calc(min(var(--wiki-spacing-before-footer, 0px) * 999, var(--wiki-footer-border-radius, var(--wiki-content-border-radius, 0px)))) calc(min(var(--wiki-spacing-before-footer, 0px) * 999, var(--wiki-footer-border-radius, var(--wiki-content-border-radius, 0px)))) var(--wiki-footer-border-radius, var(--wiki-content-border-radius, 0px)) var(--wiki-footer-border-radius, var(--wiki-content-border-radius, 0px));
margin-left: calc(var(--wiki-sidebar-width, 10em) + var(--wiki-gap-between-sidebar-and-content, 0.5em) + max(0px, 100% - var(--wiki-page-content-max-width, 9999px)) / 2);
color: var(--wiki-footer-text-color);
border-image: var(--wiki-footer-border-image, none);
}
@supports not (color:color-mix(in srgb, #000, transparent)) {
.mw-footer {
background-color: var(--wiki-footer-background-color, var(--wiki-content-background-color));
}
}
.mw-footer li {
color: var(--wiki-footer-text-color);
}
.mw-footer a,
.mw-footer a:visited {
color: var(--wiki-footer-link-color);
}
.mw-footer a:hover,
.mw-footer a:visited:hover {
color: var(--wiki-footer-link-color--hover);
}
/* fix */
@media screen and (max-width: 900px) {
#footer-icons, #footer-places {
clear: unset;
}
}
/*******************************
* End content area and footer *
*******************************/
/***********
* Headings *
************/
.mw-body h1 {
border-bottom: 1px solid var(--wiki-content-border-color);
font-family: var(--wiki-heading-font-family);
}
.mw-body h2 {
border-bottom: 1px solid var(--wiki-content-border-color);
font-family: var(--wiki-heading-font-family);
}
h1, h2, h3, h4, h5, h6 {
color: var(--wiki-heading-color);
}
.mw-editsection-bracket,
.mw-editsection-divider {
color: var(--wiki-heading-color);
}
/***************
* End headings *
****************/
/*************
* Wikitables *
**************/
.wikitable {
background: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.wikitable > tr > th,
.wikitable > * > tr > th {
background: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
}
.wikitable > tr > td,
.wikitable > * > tr > td {
border: 1px solid var(--wiki-content-border-color);
}
/* Forward = yes bg on Special:Interwiki */
table.mw-interwikitable.body td.mw-interwikitable-local-yes {
background: color-mix(in srgb, var(--wiki-success-color) 25%, transparent);
}
.zebra-table > * > tr:nth-of-type(2n),
.zebra-table > tr:nth-of-type(2n) {
background: color-mix(in srgb, var(--wiki-content-dynamic-color--secondary) 5%, transparent);
}
.client-js .sortable:not(.jquery-tablesorter) > * > tr:first-child > th:not(.unsortable),
.jquery-tablesorter th.headerSort {
background-image: unset;
position: relative;
}
.client-js .sortable:not(.jquery-tablesorter) > * > tr:first-child > th:not(.unsortable)::after,
.jquery-tablesorter th.headerSort::after {
content: "";
display: block;
position: absolute;
top: 0;
right: 0;
width: 21px;
height: 100%;
--mask: url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2221%22 height=%229%22 viewBox=%220 0 21 9%22%3E %3Cpath d=%22m14.5 5-4 4-4-4zm0-1-4-4-4 4z%22 fill=%22%23fff%22/%3E %3C/svg%3E") no-repeat;
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: auto;
mask-size: auto;
-webkit-mask-position: center right;
mask-position: center right;
background-color: var(--wiki-content-link-color);
}
.jquery-tablesorter th.headerSortUp::after {
--mask: url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2221%22 height=%224%22 viewBox=%220 0 21 4%22%3E %3Cpath d=%22m6.5 4 4-4 4 4z%22 fill=%22%23fff%22/%3E %3C/svg%3E") no-repeat;
}
.jquery-tablesorter th.headerSortDown::after {
--mask: url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2221%22 height=%224%22 viewBox=%220 0 21 4%22%3E %3Cpath d=%22m14.5 0-4 4-4-4z%22 fill=%22%23fff%22/%3E %3C/svg%3E") no-repeat;
}
/*****************
* End wikitables *
******************/
/**************
* Preferences *
***************/
.mw-prefs-tabs-wrapper.oo-ui-panelLayout-framed,
.mw-prefs-tabs > .oo-ui-menuLayout-content > .oo-ui-indexLayout-stackLayout > .oo-ui-tabPanelLayout {
border: none;
}
.oo-ui-tabSelectWidget-framed {
background-color: transparent;
border-bottom: 1px solid var(--wiki-accent-color);
}
.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled,
.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled:hover {
background-color: color-mix(in srgb, var(--wiki-accent-label-color) 75%, transparent);
color: var(--wiki-accent-color);
}
.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled:hover {
color: var(--wiki-accent-color--hover);
}
.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected,
.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget-selected:hover {
background-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected .oo-ui-labelElement-label {
border-bottom: none;
}
#preferences .mw-htmlform-submit-buttons {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle,
.oo-ui-dropdownInputWidget.oo-ui-widget-enabled,
.oo-ui-textInputWidget .oo-ui-inputWidget-input,
.oo-ui-textInputWidget.oo-ui-widget-enabled .oo-ui-inputWidget-input[readonly]:not(.oo-ui-pendingElement-pending) {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
border-color: var(--wiki-content-border-color);
}
.oo-ui-pendingElement-pending {
background-color: var(--wiki-content-background-color--secondary);
background-image: linear-gradient(135deg, var(--wiki-content-background-color) 25%, transparent 25%, transparent 50%, var(--wiki-content-background-color) 50%, var(--wiki-content-background-color) 75%, transparent 75%, transparent);
}
.oo-ui-dropdownInputWidget.oo-ui-widget-enabled select {
color: var(--wiki-content-text-color);
border-color: var(--wiki-content-border-color)
}
.view-dark .oo-ui-inputWidget-input.oo-ui-indicator-down {
background-image: url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2212%22 height=%2212%22 viewBox=%220 0 12 12%22%3E%3Ctitle%3E down %3C/title%3E%3Cg fill=%22%23fff%22%3E%3Cpath d=%22M9.9 2.9 6 6.8 2.1 2.9 1 4l5 5 5-5z%22/%3E%3C/g%3E%3C/svg%3E");
}
.oo-ui-dropdownInputWidget.oo-ui-widget-enabled select:hover {
color: var(--wiki-content-text-mix-color);
border-color: var(--wiki-accent-color);
}
.oo-ui-dropdownInputWidget.oo-ui-widget-enabled select:active {
color: var(--wiki-content-dynamic-color);
border-color: var(--wiki-accent-color)
}
.oo-ui-dropdownInputWidget select option,
.oo-ui-dropdownInputWidget select optgroup {
color: #000;
}
.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover,
.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:focus,
.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:active,
.oo-ui-dropdownInputWidget.oo-ui-widget-enabled:hover,
.oo-ui-dropdownInputWidget.oo-ui-widget-enabled:focus,
.oo-ui-dropdownInputWidget.oo-ui-widget-enabled:active,
.oo-ui-textInputWidget.oo-ui-widget-enabled:hover .oo-ui-inputWidget-input,
.oo-ui-textInputWidget.oo-ui-widget-enabled .oo-ui-inputWidget-input:focus,
.oo-ui-textInputWidget.oo-ui-widget-enabled:active .oo-ui-inputWidget-input,
.oo-ui-textInputWidget.oo-ui-widget-enabled:hover .oo-ui-inputWidget-input:focus {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
border-color: var(--wiki-accent-color);
box-shadow: none;
}
.oo-ui-radioInputWidget [type="radio"] + span {
background-color: var(--wiki-content-dynamic-color--inverted);
}
.oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:checked + span,
.oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:hover + span {
border-color: color-mix(in srgb, var(--wiki-accent-color) 90%, transparent);
}
.oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:checked:hover + span {
border-color: var(--wiki-accent-color);
}
.oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:active + span,
.oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:checked:active + span {
background-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
border-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
}
.oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:checked:focus + span::before {
border-color: var(--wiki-content-dynamic-color--inverted);
}
.oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:checked:active + span {
border-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
box-shadow: inset 0 0 0 1px color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
}
.oo-ui-menuOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget {
color: var(--wiki-content-text-color);
border-color: var(--wiki-content-text-mix-color);
}
.oo-ui-menuOptionWidget.oo-ui-optionWidget.oo-ui-optionWidget-selected,
.oo-ui-menuOptionWidget.oo-ui-optionWidget.oo-ui-optionWidget-highlighted,
.oo-ui-menuOptionWidget.oo-ui-optionWidget.oo-ui-optionWidget-highlighted.oo-ui-optionWidget-selected,
.oo-ui-dropdownWidget.oo-ui-widget-enabled.oo-ui-dropdownWidget-open .oo-ui-dropdownWidget-handle {
background-color: color-mix(in srgb, var(--wiki-accent-color) 15%, transparent);
color: var(--wiki-content-text-color);
}
.oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted,
.oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted {
background-color: color-mix(in srgb, var(--wiki-accent-color) 10%, transparent);
color: var(--wiki-accent-color);
}
.mw-prefs-tabs.mw-prefs-tabs-searching .oo-ui-tabPanelLayout.mw-prefs-search-matched > fieldset > legend {
background: var(--wiki-content-background-color--secondary);
}
.mw-prefs-search-highlight {
background-color: color-mix(in srgb, var(--wiki-accent-color) 7%, transparent) !important;
outline-color: color-mix(in srgb, var(--wiki-accent-color) 7%, transparent) !important;
}
/****************
* End preferences *
*****************/
/***************
* Page history *
****************/
#pagehistory li {
background-color: transparent;
border: none;
}
#pagehistory li.selected {
background-color: var(--wiki-content-background-color--secondary);
border: 1px dashed var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.diff td.diff-addedline {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-success-color);
border-width: 1px 1px 1px 4px;
}
.diff td.diff-addedline .diffchange {
background-color: var(--wiki-success-color);
color: var(--wiki-success-label-color);
}
.diff td.diff-deletedline {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-alert-color);
border-width: 1px 1px 1px 4px;
}
.diff td.diff-deletedline .diffchange {
background-color: var(--wiki-alert-color);
color: var(--wiki-alert-label-color)
}
.diff td.diff-context {
background: color-mix(in srgb, var(--wiki-content-text-mix-color-95) 80%, var(--wiki-content-background-color));
border-color: var(--wiki-neutral-color, var(--wiki-content-text-mix-color)); /* fallback for backwards compatibility */
color: var(--wiki-content-text-color);
}
.diff-marker a.mw-diff-movedpara-right {
color: transparent;
}
.diff-marker a.mw-diff-movedpara-right:hover:after {
opacity: .75;
}
.diff-marker a.mw-diff-movedpara-right:after {
color: var(--wiki-content-text-color);
content: "\21a9";
}
.diff-marker a.mw-diff-movedpara-left {
color: transparent;
}
.diff-marker a.mw-diff-movedpara-left:hover:after {
opacity: .75;
}
.diff-marker a.mw-diff-movedpara-left:after {
color: var(--wiki-content-text-color);
content: "\21aa";
}
.mw-plusminus-neg {
color: var(--wiki-alert-color);
}
.mw-plusminus-null {
color: var(--wiki-neutral-color, var(--wiki-content-text-mix-color)); /* fallback for backwards compatibility */
}
.mw-plusminus-pos {
color: var(--wiki-success-color);
}
.updatedmarker {
background-color: color-mix(in srgb, var(--wiki-success-color) 25%, transparent);
color: var(--wiki-content-text-color);
}
li span.deleted,
span.history-deleted {
color: var(--wiki-content-text-mix-color);
}
span.mw-history-suppressed {
/* overrides above, since suppressed is also deleted */
color: var(--wiki-content-text-color);
}
/* inline diff (1.41) */
.mw-diff-inline-header {
border-bottom: 1px solid var(--wiki-content-border-color);
}
.mw-diff-inline-added ins,
.mw-diff-inline-changed ins,
.mw-diff-inline-moved ins,
.mw-diff-table-prefix .mw-diff-inline-legend .mw-diff-inline-legend-ins,
.mw-diff-inline-added.mw-diff-empty-line::after,
.mw-inline-diff-newline::after {
background: color-mix(in srgb, var(--wiki-success-color) 90%, transparent);
color: var(--wiki-success-label-color);
display: inline-block;
}
.mw-diff-inline-added.mw-diff-empty-line::after,
.mw-diff-inline-deleted.mw-diff-empty-line::after,
.mw-inline-diff-newline::after {
padding: 0.4em 0;
}
.mw-diff-inline-deleted del,
.mw-diff-inline-changed del,
.mw-diff-inline-moved del,
.mw-diff-table-prefix .mw-diff-inline-legend .mw-diff-inline-legend-del,
.mw-diff-inline-deleted.mw-diff-empty-line::after {
background: color-mix(in srgb, var(--wiki-alert-color) 90%, transparent);
color: var(--wiki-alert-label-color);
display: inline-block;
}
.mw-diff-movedpara-left::after,
.mw-diff-movedpara-right::after {
color: var(--wiki-content-text-color);
}
.ve-ui-diffElement-hasDescriptions .ve-ui-diffElement-content {
border-right-color: var(--wiki-content-border-color);
}
.ve-ui-diffElement-attributeChange {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-diffElement-attributeChange ins {
background-color: color-mix(in srgb, var(--wiki-success-color) 90%, transparent);
box-shadow: 0 0 0 1px color-mix(in srgb, var(--wiki-success-color) 90%, transparent);
color: var(--wiki-success-label-color);
}
.ve-ui-diffElement-attributeChange del {
background-color: color-mix(in srgb, var(--wiki-alert-color) 90%, transparent);
box-shadow: 0 0 0 1px color-mix(in srgb, var(--wiki-alert-color) 90%, transparent);
color: var(--wiki-alert-label-color);
}
.ve-ui-diffElement-highlight {
outline-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
}
.ve-ui-changeDescriptionsSelectWidget > .oo-ui-optionWidget-highlighted {
background: color-mix(in srgb, var(--wiki-accent-color) 15%, transparent);
}
/* Edit conflict */
.mw-twocolconflict-split-tour-image-dual-column-view-1 {
filter: var(--wiki-icon-general-filter);
}
.mw-twocolconflict-split-tour-image-blue-dot {
filter: brightness(0) var(--wiki-icon-to-link-filter);
}
.mw-pulsating-dot::before, .mw-pulsating-dot::after {
background-color: var(--wiki-content-link-color);
}
.mw-twocolconflict-split-current-version-header .mw-twocolconflict-revision-label {
background-color: var(--wiki-alert-color);
color: var(--wiki-alert-label-color);
}
.mw-twocolconflict-special-your-version-header .mw-twocolconflict-revision-label,
.mw-twocolconflict-split-your-version-header .mw-twocolconflict-revision-label {
background-color: var(--wiki-success-color);
color: var(--wiki-success-label-color);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-copy,
.mw-twocolconflict-split-column.mw-twocolconflict-split-copy {
border-color: var(--wiki-neutral-color, var(--wiki-content-text-mix-color)); /* fallback for backwards compatibility */
background-color: var(--wiki-content-text-mix-color-95);
}
.mw-twocolconflict-single-column .mw-twocolconflict-split-collapsed .mw-twocolconflict-split-fade,
.mw-twocolconflict-split-column .mw-twocolconflict-split-collapsed .mw-twocolconflict-split-fade {
background-image: linear-gradient(transparent, var(--wiki-content-text-mix-color-95));
}
.mw-twocolconflict-single-column,
.mw-twocolconflict-split-column {
background-color: var(--wiki-content-background-color);
color: var(--wiki-content-text-color);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-unselected,
.mw-twocolconflict-split-column.mw-twocolconflict-split-unselected {
color: color-mix(in srgb, var(--wiki-content-text-color) 80%, transparent);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-unselected.mw-twocolconflict-split-delete,
.mw-twocolconflict-split-column.mw-twocolconflict-split-unselected.mw-twocolconflict-split-delete {
border-color: color-mix(in srgb, var(--wiki-alert-color) 40%, transparent);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-delete,
.mw-twocolconflict-split-column.mw-twocolconflict-split-delete {
border-color: var(--wiki-alert-color);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-unselected.mw-twocolconflict-split-add,
.mw-twocolconflict-split-column.mw-twocolconflict-split-unselected.mw-twocolconflict-split-add {
border-color: color-mix(in srgb, var(--wiki-success-color) 40%, transparent);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-add,
.mw-twocolconflict-split-column.mw-twocolconflict-split-add {
border-color: var(--wiki-success-color);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-unselected del.mw-twocolconflict-diffchange,
.mw-twocolconflict-split-column.mw-twocolconflict-split-unselected del.mw-twocolconflict-diffchange {
background-color: color-mix(in srgb, var(--wiki-alert-color) 30%, transparent);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-unselected del.mw-twocolconflict-diffchange,
.mw-twocolconflict-split-column.mw-twocolconflict-split-unselected del.mw-twocolconflict-diffchange,
.mw-twocolconflict-single-column del.mw-twocolconflict-diffchange,
.mw-twocolconflict-split-column del.mw-twocolconflict-diffchange {
background-color: var(--wiki-alert-color);
color: var(--wiki-alert-label-color);
}
.mw-twocolconflict-single-column.mw-twocolconflict-split-unselected ins.mw-twocolconflict-diffchange,
.mw-twocolconflict-split-column.mw-twocolconflict-split-unselected ins.mw-twocolconflict-diffchange,
.mw-twocolconflict-single-column ins.mw-twocolconflict-diffchange,
.mw-twocolconflict-split-column ins.mw-twocolconflict-diffchange {
background-color: var(--wiki-success-color);
color: var(--wiki-success-label-color);
}
.mw-twocolconflict-split-selection > div:nth-child(2) .oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:checked + span,
.mw-twocolconflict-split-selection > div:nth-child(2) .oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:active + span,
.mw-twocolconflict-split-selection > div:nth-child(2) .oo-ui-radioInputWidget [type="radio"] + span {
border-color: color-mix(in srgb, var(--wiki-success-color) 80%, transparent);
background: color-mix(in srgb, var(--wiki-success-color) 10%, transparent);
}
.mw-twocolconflict-split-selection > div:nth-child(2) .oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:active + span,
.mw-twocolconflict-split-selection > div:nth-child(2) .oo-ui-radioInputWidget [type="radio"] + span {
border-color: color-mix(in srgb, var(--wiki-success-color) 90%, transparent);
background: color-mix(in srgb, var(--wiki-success-color) 10%, transparent);
}
.mw-twocolconflict-split-selection > div:nth-child(1) .oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:checked + span,
.mw-twocolconflict-split-selection > div:nth-child(1) .oo-ui-radioInputWidget.oo-ui-widget-enabled [type="radio"]:active + span,
.mw-twocolconflict-split-selection > div:nth-child(1) .oo-ui-radioInputWidget [type="radio"] + span {
border-color: color-mix(in srgb, var(--wiki-alert-color) 90%, transparent);
background: color-mix(in srgb, var(--wiki-alert-color) 10%, transparent);
}
.mw-twocolconflict-split-editable .mw-twocolconflict-split-editor {
color: var(--wiki-content-text-color);
}
/**/
/*******************
* End page history *
********************/
/********************
* Table of contents *
*********************/
#toc,
.toc,
.toccolours,
.mw-warning {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
box-shadow: 0 0.1em 0.2em #000000;
}
#mw-toc-heading {
border: 0;
}
.toctogglelabel {
color: var(--wiki-content-link-color);
}
.tocnumber {
color: var(--wiki-content-text-color);
}
/************************
* End table of contents *
*************************/
/*************
* Thumbnails *
**************/
img.thumbborder {
border: 1px solid var(--wiki-content-border-color);
padding: 5px;
}
div.thumbinner {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
li.gallerybox div.thumb {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
}
html .thumbimage {
background-color: unset;
border: 1px solid var(--wiki-content-border-color);
}
.thumb,
.thumb .thumbinner,
.thumb .thumbimage {
max-width: 100%;
box-sizing: border-box;
}
.thumb .thumbimage:not(audio) {
height: auto;
}
body.skin--responsive .mw-parser-output .thumb .thumbinner > .thumbcaption {
width: revert;
}
/* packed-overlay and packed-hover modes for galleries */
ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper,
ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper,
ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper {
background: color-mix(in srgb, var(--wiki-content-dynamic-color--inverted) 65%, transparent);
}
/* for non-thumbnail left floaters, increased margin from 0.5em to account for <ul> */
div.floatleft,
table.floatleft {
margin-right: 1.4em;
}
/* Responsive floating thumbnails */
@media screen and (max-width: 720px) {
div.tright,
div.floatright,
div.tleft,
div.floatleft {
float: none;
margin: 0 auto;
width: fit-content;
}
}
/*****************
* End thumbnails *
******************/
/**************
* Wiki editor *
***************/
#wpTextbox0 {
/* need !important here to override inline styling */
background-color: var(--wiki-content-background-color) !important;
}
.wikiEditor-ui {
border: none;
}
.wikiEditor-ui .wikiEditor-ui-top,
.wikiEditor-ui .wikiEditor-ui-view {
border-color: var(--wiki-content-border-color);
}
.wikiEditor-ui-toolbar {
background: var(--wiki-content-background-color--secondary);
}
.wikiEditor-ui-toolbar .group,
.wikiEditor-ui-toolbar .section-secondary .group {
border-color: var(--wiki-content-border-color);
}
.wikiEditor-ui-toolbar .tabs span.tab a,
.wikiEditor-ui-toolbar .tabs span.tab a:visited,
.wikiEditor-ui-toolbar .tabs span.tab a.current,
.wiikiEditor-ui-toolbar .tabs span.tab a.current:visited,
.wikiEditor-ui-toolbar .booklet .index .current {
color: var(--wiki-content-link-color);
}
.wikiEditor-ui-toolbar .group .tool-select .options {
background: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
}
.wikiEditor-ui-toolbar .group .tool-select .options .option {
color: var(--wiki-content-text-color);
}
.wikiEditor-ui-toolbar .group .tool-select .menu .options .option:hover {
background-color: var(--wiki-content-background-color);
}
.wikiEditor-ui-toolbar .tabs span.tab a::before,
.wikiEditor-ui-toolbar .group .tool-select .label::after {
filter: var(--wiki-icon-general-filter);
}
.wikiEditor-ui-toolbar .group .label,
.wikiEditor-ui-toolbar .group .tool-select .label,
.wikiEditor-ui-toolbar .page-table th,
.wikiEditor-ui-toolbar .page-table td,
.wikiEditor-ui-toolbar .page-characters div span,
.wikiEditor-ui-toolbar .booklet .index div {
color: var(--wiki-content-text-color);
}
.wikiEditor-ui-toolbar .booklet > .index > :hover {
background-color: var(--wiki-content-background-color--secondary);
}
.wikiEditor-ui-toolbar .page-characters div span {
border: 1px solid var(--wiki-content-border-color);
}
.wikiEditor-ui-toolbar .sections .section,
.wikiEditor-ui-toolbar .booklet .pages,
.wikiEditor-ui-toolbar .booklet .index .current,
.wikiEditor-ui-toolbar .page-characters div span:hover {
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color) 5%, transparent);
}
.wikiEditor-ui-toolbar .sections .section {
border-top: 1px solid var(--wiki-content-border-color);
}
.wikiEditor-ui-toolbar .page-characters div span:hover {
border-color: var(--wiki-content-border-color);
}
.wikiEditor-ui-toolbar .page-table td {
border-top: 1px solid var(--wiki-content-border-color);
}
.wikiEditor-ui-tabs div a {
background: #9A647F;
display: inline-block;
}
.wikiEditor-ui-tabs div.current {
border-bottom: 1px solid #3B3352;
}
.wikiEditor-ui-tabs div.current a {
font-weight: bold;
}
.wikiEditor-ui-tabs {
border-left: 1px solid #3B3352;
border-top: 1px solid #3B3352;
}
.wikiEditor-ui-text {
background-color: var(--wiki-content-dynamic-color--inverted);
}
.wikiEditor-preview-contents {
background: transparent;
background-color: rgba(255, 255, 255, 0.2);
border-color: #3B3352;
border-style: solid;
border-width: 0 1px 1px;
}
.wikiEditor-ui-controls {
background: transparent;
}
.wikiEditor-preview-contents,
.wikiEditor-preview-loading {
background-color: transparent;
}
.mw-wikiEditor-InsertLink-TitleInputField .oo-ui-messageWidget,
.mw-widget-titleWidget-menu .mw-widget-titleOptionWidget-description {
color: var(--wiki-content-text-mix-color);
}
.wikiEditor-toolbar-dialog {
max-width: 100%;
box-sizing: border-box;
}
.wikiEditor-toolbar-dialog .ui-dialog-content input[type='text']::placeholder {
color: var(--wiki-content-text-mix-color);
}
.ext-WikiEditor-ResizingDragBar {
background-color: var(--wiki-content-background-color--secondary);
}
.ext-WikiEditor-ResizingDragBar-ns {
border-color: var(--wiki-content-border-color);
}
.ext-WikiEditor-ResizingDragBar span {
background-color: var(--wiki-content-border-color);
}
.ext-WikiEditor-ResizingDragBar:hover span {
background-color: var(--wiki-content-text-mix-color);
}
.ext-WikiEditor-twopanes-TwoPaneLayout .ext-WikiEditor-twopanes-pane1,
.ext-WikiEditor-twopanes-TwoPaneLayout .ext-WikiEditor-twopanes-pane2 {
border-color: var(--wiki-content-border-color);
}
.ext-WikiEditor-realtimepreview-button.oo-ui-toggleWidget-on .oo-ui-labelElement-label {
color: var(--wiki-accent-color);
}
.wikiEditor-ui-toolbar .group,
.wikiEditor-ui-toolbar .section-secondary .group {
border-color: var(--wiki-content-border-color);
}
.ext-WikiEditor-realtimepreview-button:hover {
background-color: color-mix(in srgb, var(--wiki-accent-color) 15%, transparent);
color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 3px var(--wiki-accent-color);
}
.ext-WikiEditor-realtimepreview-ErrorLayout {
background-color: var(--wiki-content-background-color);
}
.ext-WikiEditor-image-realtimepreview-error {
filter: var(--wiki-icon-general-filter);
}
.oo-ui-toggleButtonWidget.oo-ui-widget-enabled.oo-ui-buttonElement-frameless.oo-ui-toggleWidget-on .oo-ui-buttonElement-button {
background-color: var(--wiki-content-background-color--secondary);
}
.ext-WikiEditor-reloadButton.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button,
.ext-WikiEditor-reloadButton.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover {
background-color: var(--wiki-content-background-color);
}
.editOptions {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
border-color: var(--wiki-content-border-color);
border-image: none;
border-radius: 0 0 5px 5px;
border-style: none solid solid;
border-width: medium 1px 1px;
}
input#wpSummary {
margin-bottom: 1em;
margin-top: 1em;
width: 80%;
}
.view-dark .ace_editor,
.ace_editor {
--ace-keywords: #CDA869;
--ace-regexp: #E9C062;
--ace-constants: #CF6A4C;
--ace-illegal: #F8F8F8;
--ace-deprecated: #D2A8A1;
--ace-support: #9B859D;
--ace-function: #DAD085;
--ace-list: #F9EE98;
--ace-variable: #7587A6;
--ace-string: #8F9D6A;
--ace-illegal-highlight: rgba(86, 45, 86, 0.75);
--ace-step-highlight: #665200;
--ace-multiselect-shadow: #141414;
}
.view-light .ace_editor {
--ace-keywords: #00f;
--ace-regexp: #036a07;
--ace-constants: #c5060b;
--ace-illegal: #f00;
--ace-deprecated: #f00;
--ace-support: #6d79de;
--ace-function: #3c4c72;
--ace-list: #b90690;
--ace-variable: #318495;
--ace-string: #036a07;
--ace-illegal-highlight: rgba(255, 0, 0, 0.1);
--ace-step-highlight: #fcff00;
--ace-multiselect-shadow: #fff;
}
.ace_editor .ace_gutter {
background: color-mix(in srgb, var(--wiki-content-dynamic-color--inverted) 85%, transparent);
}
.ace_gutter-cell {
color: color-mix(in srgb, var(--wiki-content-dynamic-color) 40%, transparent);
}
.ace_editor .ace_print-margin {
width: 1px;
background: color-mix(in srgb, var(--wiki-content-dynamic-color--inverted) 75%, transparent);
}
.ace_editor {
/* this image gradient hack effectively lets the element have 2 layers of background */
background-image: linear-gradient(var(--wiki-content-dynamic-color), var(--wiki-content-dynamic-color));
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color--inverted) 93%, transparent);
color: color-mix(in srgb, var(--wiki-content-dynamic-color) 93%, transparent);
}
.ace_editor .ace_cursor,
.ace-monokai .ace_punctuation,
.ace-monokai .ace_punctuation.ace_tag {
color: var(--wiki-content-text-color);
}
.ace_editor .ace_marker-layer .ace_selection {
background: color-mix(in srgb, var(--wiki-content-dynamic-color) 20%, transparent)
}
.ace_editor.ace_multiselect .ace_selection.ace_start {
box-shadow: 0 0 3px 0px var(--ace-multiselect-shadow);
}
.ace_editor .ace_marker-layer .ace_step {
background: var(--ace-step-highlight);
}
.ace_editor .ace_marker-layer .ace_active-line,
.ace_editor .ace_gutter-active-line {
background: color-mix(in srgb, var(--wiki-content-dynamic-color) 3.1%, transparent)
}
.ace-tm .ace_marker-layer .ace_selected-word {
background: color-mix(in srgb, var(--wiki-content-dynamic-color) 5%, transparent);
}
.ace_editor .ace_marker-layer .ace_selection {
background: color-mix(in srgb, var(--wiki-content-dynamic-color) 10%, transparent);
}
.ace_editor .ace_marker-layer .ace_selected-word {
border: 1px solid color-mix(in srgb, var(--wiki-content-dynamic-color) 20%, transparent);
}
.ace_editor .ace_invisible {
color: color-mix(in srgb, var(--wiki-content-dynamic-color) 25%, transparent);
}
.ace_editor .ace_keyword,
.ace_editor .ace_meta {
color: var(--ace-keywords);
}
.ace_editor .ace_constant,
.ace_editor .ace_constant.ace_numeric,
.ace_editor .ace_constant.ace_character,
.ace_editor .ace_constant.ace_character.ace_escape,
.ace_editor .ace_constant.ace_other,
.ace_editor .ace_heading,
.ace_editor .ace_markup.ace_heading,
.ace_editor .ace_support.ace_constant {
color: var(--ace-constants);
}
.ace_editor .ace_invalid.ace_illegal {
color: var(--ace-illegal);
background-color: var(--ace-illegal-highlight);
}
.ace_editor .ace_invalid.ace_deprecated {
text-decoration: underline;
font-style: italic;
color: var(--ace-deprecated);
}
.ace_editor .ace_support,
.ace_editor .ace_support.ace_type {
color: var(--ace-support);
}
.ace_editor .ace_fold {
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color) 10%, transparent);
border-color: color-mix(in srgb, var(--wiki-content-dynamic-color) 10%, transparent);
}
.ace_editor .ace_support.ace_function {
color: var(--ace-function);
}
.ace_editor .ace_list,
.ace_editor .ace_markup.ace_list,
.ace_editor .ace_storage {
color: var(--ace-list);
}
.ace_editor .ace_entity.ace_name.ace_function,
.ace_editor .ace_meta.ace_tag,
.ace_editor .ace_variable {
color: var(--ace-variable);
}
.ace_editor .ace_string {
color: var(--ace-string);
}
.ace_editor .ace_string.ace_regexp {
color: var(--ace-regexp);
}
.ace_editor .ace_comment {
font-style: italic;
color: color-mix(in srgb, var(--wiki-content-dynamic-color) 30%, transparent);
}
.ace_editor .ace_xml-pe {
color: color-mix(in srgb, var(--wiki-content-dynamic-color) 28%, transparent);
}
.ace_editor .ace_indent-guide {
background: none;
box-shadow: 1px 0 0 color-mix(in srgb, var(--wiki-content-dynamic-color) 20%, transparent);
}
.ace_search {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
border: 1px solid var(--wiki-content-border-color);
}
.ace_search_field {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
color: var(--wiki-content-text-mix-color);
}
.ace_button {
color: var(--wiki-content-text-color);
border: 1px solid var(--wiki-content-border-color);
}
.ace_button:hover {
background-color: var(--wiki-accent-color--hover);
color: var(--wiki-accent-label-color);
}
.ace_button.checked {
background-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.ace_searchbtn {
background-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
border: 1px solid var(--wiki-content-border-color);
}
.ace_searchbtn:hover {
background-color: var(--wiki-accent-color--hover);
color: var(--wiki-accent-label-color);
}
.ace_searchbtn.prev::after,
.ace_searchbtn.next::after {
border-color: var(--wiki-accent-label-color);
}
.ace_searchbtn_close {
filter: var(--wiki-icon-general-filter);
}
.wikiEditor-ui .codeEditor-status {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.mw-editform #wpTextbox1 {
background: color-mix(in srgb, var(--wiki-content-background-color) 50%, transparent);
color: var(--wiki-content-text-color);
}
.view-dark .ext-codemirror-wrapper,
.ext-codemirror-wrapper {
--codemirror-yellow: #ffd700;
--codemirror-light-blue: #adf;
--codemirror-blue: #08f;
--codemirror-green: #290;
--codemirror-red: #f50;
--codemirror-dark-red: #dd1616;
--codemirror-purple: #CD4EF9;
--codemirror-pink: #e0e;
--codemirror-light-gray: #eee;
--codemirror-gray: #84a0a0;
}
.view-light .ext-codemirror-wrapper {
--codemirror-yellow: #9e8500;
--codemirror-light-blue: #008ae7;
--codemirror-blue: #0085f9;
--codemirror-green: #290;
--codemirror-red: #ef4f00;
--codemirror-dark-red: #a11;
--codemirror-purple: #80c;
--codemirror-pink: #ed00ed;
--codemirror-light-gray: #858585;
--codemirror-gray: #6b8a8a;
}
.ext-codemirror-wrapper {
background-color: color-mix(in srgb, var(--wiki-content-background-color) 35%, transparent);
color: var(--wiki-content-text-color)
}
.cm-editor .cm-selectionBackground,
.cm-editor.cm-focused > .cm-scroller > .cm-selectionLayer .cm-selectionBackground {
background: color-mix(in srgb, var(--wiki-accent-color) 30%, transparent);
}
.cm-mw-keyword {
color: var(--codemirror-purple)
}
.cm-mw-def {
color: var(--codemirror-blue)
}
.cm-mw-variable-2 {
color: var(--codemirror-light-blue)
}
.cm-mw-string {
color: var(--codemirror-red)
}
.cm-mw-atom {
color: var(--codemirror-pink)
}
.cm-mw-number {
color: var(--codemirror-green)
}
.cm-mw-matching {
background-color: var(--codemirror-yellow)
}
.cm-mw-skipformatting {
background-color: var(--codemirror-light-blue)
}
.cm-mw-list {
color: var(--codemirror-blue)
}
.cm-mw-doubleUnderscore,
.cm-mw-hr,
.cm-mw-signature {
background-color: var(--wiki-content-background-color--secondary);
color: var(--codemirror-blue)
}
.cm-mw-indenting {
color: var(--codemirror-blue)
}
.cm-mw-mnemonic {
color: var(--codemirror-green)
}
.cm-mw-comment {
color: var(--codemirror-gray)
}
.cm-mw-apostrophes-bold,
.cm-mw-apostrophes-italic,
.cm-mw-section-header {
color: var(--codemirror-blue)
}
.cm-mw-template,
.cm-mw-template-argument-name,
.cm-mw-template-bracket,
.cm-mw-template-delimiter,
.cm-mw-template-name {
color: var(--codemirror-purple);
}
.cm-mw-templatevariable,
.cm-mw-templatevariable-bracket,
.cm-mw-templatevariable-delimiter,
.cm-mw-templatevariable-name {
color: var(--codemirror-red)
}
.cm-mw-parserfunction-bracket,
.cm-mw-parserfunction-delimiter,
.cm-mw-parserfunction-name {
color: var(--codemirror-dark-red)
}
.cm-mw-exttag-attribute,
.cm-mw-exttag-bracket,
.cm-mw-exttag-name,
.cm-mw-htmltag-attribute,
.cm-mw-htmltag-bracket,
.cm-mw-htmltag-name {
color: var(--codemirror-green)
}
.cm-mw-link,
.cm-mw-link-pagename {
color: var(--wiki-content-link-color)
}
.cm-mw-link-tosection {
color: var(--codemirror-blue)
}
.cm-mw-extlink,
.cm-mw-extlink-bracket,
.cm-mw-extlink-protocol,
.cm-mw-free-extlink,
.cm-mw-free-extlink-protocol,
.cm-mw-link-bracket,
.cm-mw-link-delimiter {
color: var(--wiki-content-link-color)
}
.cm-mw-table-bracket,
.cm-mw-table-definition,
.cm-mw-table-delimiter {
color: var(--codemirror-pink)
}
.cm-mw-matchingbracket {
background-color: var(--wiki-content-background-color--secondary);
box-shadow: inset 0 0 1px 1px var(--wiki-content-link-color);
font-weight: bold;
}
.cm-editor .cm-tooltip-autocomplete ul li[aria-selected] {
background: color-mix(in srgb, var(--wiki-content-link-color) 15%, var(--wiki-content-background-color));
color: var(--wiki-content-link-color);
}
/* VisualEditor: Fix broken toolbar layout */
.oo-ui-toolbar {
clear: none;
}
.ve-init-mw-desktopArticleTarget-toolbar-open > .oo-ui-toolbar-bar > div:nth-child(4) {
display: none;
}
.ve-ui-toolbar-floating > .oo-ui-toolbar-bar {
top: var(--wikigg-header-height);
}
.oo-ui-toolbar-bar .oo-ui-toolbar-bar,
.ve-area-wrapper .oo-ui-toolbar-bar {
background-color: var(--wiki-content-background-color--secondary);
}
.ve-init-mw-desktopArticleTarget-originalContent .content-body {
clear: right;
}
/* fix a lot of empty space from TemplateData when using VE Source */
.tdg-editscreen-main.mw-body-content::after {
display: none;
}
/*************
* End editor *
**************/
/****************
* Tabber styles *
*****************/
.tabber__header {
box-shadow: inset 0 -1px 0 0 var(--wiki-content-border-color);
}
.tabber__tab,
.tabber__tab:visited {
color: var(--wiki-content-text-color);
}
.tabber__tab:hover,
.tabber__tab:hover:visited,
.tabber__tab[aria-selected="true"],
.tabber__tab[aria-selected="true"]:visited {
color: var(--wiki-content-link-color);
}
.tabber__tab[aria-selected="true"] {
box-shadow: 0 -2px 0 var(--wiki-content-link-color) inset;
}
.tabber__header__prev::after,
.tabber__header__next::after {
filter: var(--wiki-icon-general-filter);
}
/********************
* End Tabber styles *
*********************/
/***************************************
* Various fixes for multi-theme Vector *
****************************************/
:focus,
:focus-visible {
outline-color: var(--wiki-accent-color)
}
:focus-visible {
outline-style: solid;
}
.oo-ui-iconElement-icon {
filter: var(--wiki-icon-to-link-filter);
}
.oo-ui-iconElement-icon.oo-ui-icon-reload {
filter: brightness(0) var(--wiki-icon-to-link-filter);
}
fieldset {
border-color: var(--wiki-content-border-color);
}
hr {
background-color: var(--wiki-content-border-color);
}
.CategoryTreeToggle {
color: var(--wiki-content-link-color);
}
input,
select {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
input:hover,
input:focus,
input:active {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
border-color: var(--wiki-accent-color);
box-shadow: none;
}
input:focus-visible {
outline: 1px solid var(--wiki-accent-color);
}
input::file-selector-button,
input[type="button"],
input[type="submit"] {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.vector-body blockquote {
border-color: var(--wiki-content-border-color);
}
/* category bar and filetoc */
.catlinks,
ul#filetoc {
background: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
}
/**/
body .ui-dialog .ui-widget-header {
/* we need an important here because the built-in styles have one :( */
background: var(--wiki-content-background-color) !important;
border: 1px solid var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.ui-widget-header .ui-dialog-titlebar-close .ui-icon-closethick {
filter: var(--wiki-icon-general-filter);
}
.ui-widget-header .ui-dialog-titlebar-close.ui-state-hover {
background: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
}
.ui-widget-content {
background: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
border: 1px solid var(--wiki-content-border-color);
}
body .ui-button {
/* we need an important here because the built-in styles have one. Vector is a mess */
background: var(--wiki-accent-color) !important;
border-color: var(--wiki-accent-color) !important;
color: var(--wiki-accent-label-color);
}
body .ui-button:hover,
body .ui-button:focus,
body .ui-button:active {
/* we need an important here because we had to use some above */
background: var(--wiki-accent-color--hover) !important;
border-color: var(--wiki-accent-color--hover) !important;
color: var(--wiki-accent-label-color);
}
.ui-state-default,
.ui-widget-content .ui-state-default,
.ui-widget-header .ui-state-default {
color: var(--wiki-accent-label-color);
}
.ui-state-focus {
/* we need an important here because the built-in styles have one */
background: var(--wiki-accent-color) !important;
color: var(--wiki-accent-label-color) !important;
}
.ui-menu .ui-menu-item a {
color: var(--wiki-content-dynamic-color);
}
#contentSub,
#contentSub2 {
color: var(--wiki-content-text-mix-color);
}
/* notifications ("your edit was saved", etc.) */
.mw-notification {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
border-color: var(--wiki-content-border-color);
top: var(--wikigg-header-height);
}
.mw-notification .oo-ui-labelElement-label {
color: var(--wiki-content-text-color);
}
.mw-notification .oo-ui-iconElement-icon {
filter: unset;
}
/**/
.mime-type.has-warning {
color: var(--wiki-content-text-color);
}
.oo-ui-image-warning.oo-ui-icon-alert,
.mw-ui-icon-alert-warning::before {
filter: drop-shadow(0 0 3px #000);
}
.oo-ui-image-invert.oo-ui-icon-subtract,
.mw-ui-icon-subtract-invert::before,
.oo-ui-image-invert.oo-ui-icon-add,
.mw-ui-icon-add-invert::before {
filter: brightness(0) var(--wiki-icon-to-link-filter);
filter: var(--wiki-icon-general-filter);
}
.mw_metadata td,
.mw_metadata th {
border-color: var(--wiki-content-border-color);
}
.mw_metadata th {
background-color: var(--wiki-content-background-color--secondary);
}
.mw_metadata td {
background-color: var(--wiki-content-background-color);
}
.mw-datatable td,
.mw-datatable th {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
}
#mw-allmessagestable tbody:hover td,
.mw-datatable tr:hover > td {
background-color: var(--wiki-content-background-color--secondary);
}
#mw-allmessagestable .am_default {
background-color: color-mix(in srgb, var(--wiki-accent-color) 80%, transparent);
color: var(--wiki-accent-label-color);
}
#mw-allmessagestable .am_actual,
#mw-allmessagestable tbody:hover .am_default {
background-color: color-mix(in srgb, var(--wiki-accent-color) 60%, transparent);
}
#mw-allmessagestable .am_actual {
color: var(--wiki-accent-label-color);
}
#mw-allmessagestable tbody:hover .am_actual {
background-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
}
.mw-datatable,
.mw-json {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
color: inherit;
}
.mw-datatable > * > tr > th,
.mw-datatable > tr > th,
.mw-json > * > tr > th,
.mw-json > tr > th {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
padding-bottom: 9px;
padding-top: 9px;
}
.mw-datatable > * > tr > td,
.mw-datatable > tr > td,
.mw-json > * > tr > td,
.mw-json > tr > td {
border-color: var(--wiki-content-border-color);
}
.mw-json tr {
background-color: inherit;
}
.mw-json .mw-json-single-value,
.mw-json .mw-json-value,
.mw-json .value {
background: color-mix(in srgb, var(--wiki-success-color) 60%, transparent);
}
.mw-json .mw-json-empty {
background: var(--wiki-content-background-color--secondary);
}
.mw-message-box,
.mw-message-box-warning {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
}
.mw-message-box-warning {
border-color: var(--wiki-warning-color);
border-width: 1px 1px 1px 10px;
}
.mw-destfile-warning {
border-color: var(--wiki-warning-color);
color: var(--wiki-content-text-color);
background-color: color-mix(in srgb, var(--wiki-warning-color) 25%, transparent);
}
.wikitable *,
.wikitable :after,
.wikitable :before {
-webkit-box-sizing: inherit;
box-sizing: inherit;
}
.cargo-pagevalues-tableinfo {
background-color: var(--wiki-content-background-color);
border-bottom: 1px solid var(--wiki-content-border-color);
top: 46px;
position: static;
/* override sticky in the built-in */
}
.cargo-table-diagram .cargo-table-svg .node.entity-name rect {
fill: var(--wiki-content-background-color--secondary);
fill-opacity: 1;
}
.cargo-table-diagram .cargo-table-svg .node rect {
stroke: var(--wiki-content-border-color);
opacity: 1;
}
.cargo-table-diagram .cargo-table-svg .node text tspan {
fill: var(--wiki-content-text-color);
}
table.cargoTable {
color: var(--wiki-content-text-color);
}
table.cargoTable tbody td,
table.cargoTable thead th {
border: 1px solid var(--wiki-content-border-color);
}
table.cargoTable tr:hover {
background-color: color-mix(in srgb, var(--wiki-accent-color) 25%, transparent);
}
table.cargoTable thead tr:nth-child(odd),
table.cargoTable.noMerge thead tr:nth-child(odd) {
background-color: var(--wiki-accent-color);
}
table.cargoTable tbody tr:nth-child(2n),
table.cargoTable.noMerge tbody tr:nth-child(2n) {
background-color: var(--wiki-content-background-color);
}
table.cargoTable tbody tr:nth-child(odd),
table.cargoTable.noMerge tbody tr:nth-child(odd) {
background-color: var(--wiki-content-background-color--secondary);
}
table.cargoTable th.headerSort {
color: var(--wiki-accent-label-color);
}
table.cargoTable th.headerSort:hover {
color: var(--wiki-accent-label-color);
text-decoration: underline;
}
table.cargoTable th.headerSort::after {
background-color: var(--wiki-accent-link-color);
}
#mw-content-text div.cargoReplacementTableInfo {
background: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
}
.dataTables_wrapper .dataTables_length,
.dataTables_wrapper .dataTables_filter,
.dataTables_wrapper .dataTables_info,
.dataTables_wrapper .dataTables_processing,
.dataTables_wrapper .dataTables_paginate {
color: var(--wiki-content-text-color);
}
table.dataTable tbody tr {
background-color: var(--wiki-content-background-color);
}
table.dataTable.display tbody tr.odd > .sorting_1,
table.dataTable.order-column.stripe tbody tr.odd > .sorting_1 {
background-color: color-mix(in srgb, var(--wiki-content-background-color--secondary) 75%, transparent);
}
table.dataTable.stripe tbody tr.odd,
table.dataTable.display tbody tr.odd,
table.dataTable.display tbody tr.even > .sorting_1,
table.dataTable.order-column.stripe tbody tr.even > .sorting_1 {
background-color: color-mix(in srgb, var(--wiki-content-background-color--secondary) 50%, transparent);
}
table.dataTable.display tbody tr:hover > .sorting_1,
table.dataTable.order-column.hover tbody tr:hover > .sorting_1 {
background-color: color-mix(in srgb, var(--wiki-content-background-color) 75%, transparent);
}
table.dataTable.hover tbody tr:hover,
table.dataTable.display tbody tr:hover {
background-color: var(--wiki-content-background-color--secondary);
}
.dataTables_wrapper .dataTables_paginate .paginate_button.disabled,
.dataTables_wrapper .dataTables_paginate .paginate_button.disabled:hover,
.dataTables_wrapper .dataTables_paginate .paginate_button.disabled:active {
/* we need this !important to override a built-in one */
color: var(--wiki-content-text-mix-color) !important;
}
table.dataTable.row-border tbody th,
table.dataTable.row-border tbody td,
table.dataTable.display tbody th,
table.dataTable.display tbody td {
border-top: 1px solid var(--wiki-content-border-color);
}
.dataTables_wrapper .dataTables_paginate .paginate_button.current,
.dataTables_wrapper .dataTables_paginate .paginate_button.current:hover {
/* we need this !important to override a built-in one */
color: var(--wiki-content-text-mix-color) !important;
border: 1px solid var(--wiki-content-border-color);
background-color: var(--wiki-content-background-color);
background: linear-gradient(to bottom, var(--wiki-content-background-color) 0%, var(--wiki-content-background-color--secondary) 100%);
}
div.drilldown-filters-wrapper {
background-color: transparent;
border: 1px solid var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.action-pagevalues tr:nth-of-type(2n) {
background-color: color-mix(in srgb, var(--wiki-content-background-color--secondary) 50%, transparent);
}
.action-pagevalues tr:hover {
background-image: linear-gradient(color-mix(in srgb, var(--wiki-accent-color) 20%, transparent), color-mix(in srgb, var(--wiki-accent-color) 20%, transparent));
}
div.specialCargoQuery-extraPane {
background: var(--wiki-content-background-color);
}
.oo-ui-panelLayout-framed {
border-color: var(--wiki-content-border-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button {
background-color: transparent;
}
.oo-ui-inputWidget-input + .oo-ui-image-invert.oo-ui-icon-check {
background-image: none;
}
.oo-ui-inputWidget-input:checked + .oo-ui-image-invert.oo-ui-icon-check::before {
position: absolute;
width: 100%;
height: 100%;
top: 0;
left: 0;
background-image: url(/load.php?modules=oojs-ui-core.icons&image=check&variant=invert&format=rasterized&skin=vector&version=y9f1k);
background-image: linear-gradient(transparent, transparent), url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E%3Ctitle%3E check %3C/title%3E%3Cg fill=%22%23fff%22%3E%3Cpath d=%22M7 14.2 2.8 10l-1.4 1.4L7 17 19 5l-1.4-1.4z%22/%3E%3C/g%3E%3C/svg%3E");
content: '';
pointer-events: none;
filter: var(--wiki-icon-general-filter);
}
.oo-ui-checkboxInputWidget [type="checkbox"] + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked + span {
filter: unset;
background-color: color-mix(in srgb, var(--wiki-accent-color) 5%, transparent);
border-color: color-mix(in srgb, var(--wiki-accent-color) 75%, transparent);
}
.oo-ui-checkboxInputWidget [type="checkbox"]:disabled + span {
background-color: var(--wiki-content-text-mix-color);
border-color: var(--wiki-content-text-mix-color);
}
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:indeterminate + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:hover + span {
border-color: var(--wiki-accent-color);
filter: unset;
}
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:indeterminate + span {
background-color: var(--wiki-accent-color);
}
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked:focus + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:indeterminate:focus + span {
box-shadow: none;
}
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:active + span {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:focus + span {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
outline: 1px solid transparent;
}
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:indeterminate + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked:focus + span {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
}
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:hover + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:active + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:focus + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked:hover + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked:active + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:checked:focus + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:indeterminate:hover + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:indeterminate:active + span,
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:indeterminate:focus + span {
background-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
border-color: var(--wiki-accent-color);
}
.oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type="checkbox"]:active + span {
background-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent)
}
.oo-ui-image-invert.oo-ui-icon-check {
background: none;
position: relative;
}
.oo-ui-inputWidget-input:checked + .oo-ui-image-invert.oo-ui-icon-check::before {
position: absolute;
width: 100%;
height: 100%;
top: 0;
left: 0;
background-image: url(/load.php?modules=oojs-ui-core.icons&image=check&variant=invert&format=rasterized&skin=vector&version=y9f1k);
background-image: linear-gradient(transparent, transparent), url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E%3Ctitle%3E check %3C/title%3E%3Cg fill=%22%23fff%22%3E%3Cpath d=%22M7 14.2 2.8 10l-1.4 1.4L7 17 19 5l-1.4-1.4z%22/%3E%3C/g%3E%3C/svg%3E");
content: '';
pointer-events: none;
filter: var(--wiki-icon-general-filter);
}
.oo-ui-indicatorElement-indicator {
filter: var(--wiki-icon-to-link-filter);
}
.oo-ui-tagItemWidget.oo-ui-widget-enabled:not(.oo-ui-tagItemWidget-fixed) {
background-color: var(--wiki-content-background-color--secondary);
}
.oo-ui-tagItemWidget.oo-ui-widget-enabled:hover {
color: var(--wiki-content-text-color--hover);
}
.oo-ui-tagItemWidget.oo-ui-widget-enabled:focus {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.oo-ui-tagItemWidget.oo-ui-widget-disabled {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-mix-color);
border-color: var(--wiki-content-text-mix-color);
}
.client-js .mw-recentchanges-toplinks:not(.mw-recentchanges-toplinks-collapsed) {
border-color: var(--wiki-content-border-color);
}
.mw-rcfilters-ui-savedLinksListWidget-placeholder.oo-ui-optionWidget .oo-ui-labelElement-label {
color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-savedLinksListWidget-menu .mw-rcfilters-ui-savedLinksListItemWidget {
color: var(--wiki-content-text-color);
padding: 8px 6px;
-webkit-transition: color .3s, background-color .3s;
transition: color .3s, background-color .3s;
}
.mw-rcfilters-ui-savedLinksListWidget-menu .mw-rcfilters-ui-savedLinksListItemWidget:hover {
background-color: color-mix(in srgb, var(--wiki-accent-color) 15%, transparent);
color: var(--wiki-accent-color);
}
.mw-rcfilters-ui-savedLinksListItemWidget-label {
color: var(--wiki-accent-color);
}
.mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined {
background-color: transparent;
}
.mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle {
border-color: var(--wiki-content-border-color);
}
.mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle + .mw-rcfilters-ui-table,
.mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle.mw-rcfilters-ui-filterTagMultiselectWidget-emphasize {
background-color: var(--wiki-content-background-color--secondary);
}
.mw-rcfilters-ui-filterTagMultiselectWidget-views-select-widget.oo-ui-widget {
border-color: var(--wiki-content-border-color);
padding: 0;
}
.mw-rcfilters-ui-filterTagMultiselectWidget-wrapper-content-title {
color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-filterTagMultiselectWidget-wrapper-content-savedQueryTitle {
color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-filterTagMultiselectWidget-hideshowButton .oo-ui-buttonElement-button > .oo-ui-labelElement-label {
color: var(--wiki-content-link-color);
}
.mw-rcfilters-ui-filterTagMultiselectWidget-hideshowButton .oo-ui-buttonElement-button > .oo-ui-labelElement-label:hover {
color: var(--wiki-content-link-color--hover);
}
.mw-rcfilters-ui-filterTagMultiselectWidget-hideshowButton .oo-ui-buttonElement-button:before {
content: "[";
}
.mw-rcfilters-ui-filterTagMultiselectWidget-hideshowButton .oo-ui-buttonElement-button:after {
content: "]";
}
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button {
color: var(--wiki-content-text-color);
}
.oo-ui-tagItemWidget.oo-ui-widget-enabled .oo-ui-buttonElement-button:hover {
background-color: var(--wiki-content-dynamic-color--inverted);
}
.mw-rcfilters-ui-filterTagMultiselectWidget-emptyFilters {
color: color-mix(in srgb, var(--wiki-content-text-color) 60%, transparent);
}
.mw-rcfilters-ui-filterMenuSectionOptionWidget {
background-color: var(--wiki-content-background-color);
}
.oo-ui-menuSelectWidget {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-text-mix-color);
}
.mw-rcfilters-ui-filterMenuSectionOptionWidget-header-title.oo-ui-labelElement-label {
color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-filterMenuHeaderWidget-header {
background-color: var(--wiki-content-background-color);
border-bottom-color: var(--wiki-content-border-color);
}
.mw-rcfilters-ui-filterMenuHeaderWidget-title {
color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-itemMenuOptionWidget:not(:last-child):not(.mw-rcfilters-ui-itemMenuOptionWidget-identifier-talk) {
border-bottom-color: var(--wiki-content-text-mix-color);
}
.mw-rcfilters-ui-itemMenuOptionWidget-view-namespaces {
border-top-color: var(--wiki-content-border-color);
}
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-optionWidget-selected,
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-optionWidget-selected .mw-rcfilters-ui-itemMenuOptionWidget-label-title,
.mw-rcfilters-ui-itemMenuOptionWidget:hover,
.mw-rcfilters-ui-itemMenuOptionWidget:hover .mw-rcfilters-ui-itemMenuOptionWidget-label-title {
color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-optionWidget-selected .oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type=checkbox] + span,
.mw-rcfilters-ui-itemMenuOptionWidget:hover .oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type=checkbox] + span {
border-color: var(--wiki-accent-color);
}
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-optionWidget-selected,
.mw-rcfilters-ui-itemMenuOptionWidget:hover {
background-color: color-mix(in srgb, var(--wiki-accent-color) 15%, transparent)
}
.mw-rcfilters-ui-itemMenuOptionWidget-excludeLabel,
.mw-rcfilters-ui-itemMenuOptionWidget-label-title {
color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-itemMenuOptionWidget-label-desc {
color: color-mix(in srgb, var(--wiki-content-text-color) 60%, transparent);
}
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-flaggedElement-muted.oo-ui-optionWidget-selected:hover,
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-flaggedElement-muted:not(.oo-ui-optionWidget-selected):hover {
background-color: color-mix(in srgb, var(--wiki-accent-color) 15%, transparent);
}
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-flaggedElement-muted.oo-ui-optionWidget-selected .mw-rcfilters-ui-itemMenuOptionWidget-label-title,
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-flaggedElement-muted:not(.oo-ui-optionWidget-selected) .mw-rcfilters-ui-itemMenuOptionWidget-label-title {
color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-flaggedElement-muted.oo-ui-optionWidget-selected .mw-rcfilters-ui-itemMenuOptionWidget-label-desc {
color: color-mix(in srgb, var(--wiki-content-text-color) 60%, transparent);
}
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-optionWidget-selected .mw-rcfilters-ui-itemMenuOptionWidget-label-desc,
.mw-rcfilters-ui-itemMenuOptionWidget:hover .mw-rcfilters-ui-itemMenuOptionWidget-label-desc,
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-flaggedElement-muted:not(.oo-ui-optionWidget-selected) .mw-rcfilters-ui-itemMenuOptionWidget-label-desc {
color: color-mix(in srgb, var(--wiki-content-text-color) 80%, transparent);
}
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-flaggedElement-muted.oo-ui-optionWidget-selected .oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type=checkbox] + span,
.mw-rcfilters-ui-itemMenuOptionWidget.oo-ui-flaggedElement-muted:not(.oo-ui-optionWidget-selected) .oo-ui-checkboxInputWidget.oo-ui-widget-enabled [type=checkbox] + span {
border-color: var(--wiki-content-text-color);
}
.mw-rcfilters-ui-viewSwitchWidget label.oo-ui-labelWidget {
color: color-mix(in srgb, var(--wiki-content-text-color) 60%, transparent);
}
.oo-ui-tagItemWidget.oo-ui-widget-enabled,
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-tagItemWidget.oo-ui-widget-enabled {
background-color: transparent;
color: var(--wiki-content-text-color);
border-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-tagItemWidget.oo-ui-widget-enabled.selected {
background-color: color-mix(in srgb, var(--wiki-accent-color) 10%, transparent);
border-color: var(--wiki-accent-color);
}
.mw-rcfilters-ui-datePopupWidget {
border-color: var(--wiki-content-border-color);
}
.mw-rcfilters-ui-datePopupWidget .mw-rcfilters-ui-valuePickerWidget-title {
color: color-mix(in srgb, var(--wiki-content-text-color) 80%, transparent);
}
.mw-changeslist-legend,
.mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
@keyframes fadeBlue {
60% {
border-top-color: var(--wiki-accent-color);
}
100% {
border-top-color: var(--wiki-content-border-color);
}
}
.mw-rcfilters-ui-changesListWrapperWidget-previousChangesIndicator {
border-top-color: var(--wiki-content-border-color);
}
.mw-rcfilters-ui-menuSelectWidget-footer {
background-color: var(--wiki-content-text-mix-color-95);
}
.mw-rcfilters-ui-filterMenuOptionWidget.oo-ui-flaggedElement-muted:not(.oo-ui-optionWidget-selected) {
background-color: color-mix(in srgb, var(--wiki-content-text-color) 10%, transparent);
}
.oo-ui-iconElement-icon.mw-rcfilters-ui-filterItemHighlightButton-circle {
filter: unset;
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .mw-rcfilters-ui-tagItemWidget-selected.oo-ui-tagItemWidget.oo-ui-widget-enabled {
background-color: color-mix(in srgb, var(--wiki-accent-color) 20%, transparent);
border-color: var(--wiki-accent-color);
}
.mw-rcfilters-ui-tagItemWidget.oo-ui-flaggedElement-muted.oo-ui-tagItemWidget.oo-ui-widget-enabled .oo-ui-labelElement-label {
color: color-mix(in srgb, var(--wiki-content-text-color) 76%, transparent);
}
.mw-rcfilters-ui-tagItemWidget-popup-content {
color: color-mix(in srgb, var(--wiki-content-text-color) 75%, transparent);
}
/* fix for weird focus box on recentchanges arrows when clicking, but keep it for tab navigation */
.mw-enhancedchanges-checkbox:focus + * .mw-enhancedchanges-arrow {
outline: none;
}
.mw-enhancedchanges-checkbox:focus-visible + * .mw-enhancedchanges-arrow {
outline: 1px solid var(--wiki-accent-color);
}
/**/
.oo-ui-popupWidget-anchored-bottom .oo-ui-popupWidget-anchor:before {
border-top-color: var(--wiki-content-border-color);
}
.oo-ui-popupWidget-anchored-bottom .oo-ui-popupWidget-anchor:after {
border-top-color: var(--wiki-content-background-color--secondary);
}
.unpatrolled {
color: var(--wiki-alert-color);
}
.autocomment, .autocomment a, .autocomment a:visited {
color: var(--wiki-content-text-mix-color);
}
/* Recent changes filter highlighting */
.view-dark .mw-rcfilters-ui-changesListWrapperWidget li.mw-rcfilters-highlight-color-c1,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget .mw-rcfilters-highlight-color-c1 tr:first-child,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c1.mw-rcfilters-ui-highlights-enhanced-toplevel:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+2)),
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c1.mw-rcfilters-ui-highlights-enhanced-nested:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+4)) {
background-color: #1c283f;
}
.view-dark .mw-rcfilters-ui-changesListWrapperWidget li.mw-rcfilters-highlight-color-c2,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget .mw-rcfilters-highlight-color-c2 tr:first-child,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c2.mw-rcfilters-ui-highlights-enhanced-toplevel:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+2)),
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c2.mw-rcfilters-ui-highlights-enhanced-nested:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+4)) {
background-color: #0f3128;
}
.view-dark .mw-rcfilters-ui-changesListWrapperWidget li.mw-rcfilters-highlight-color-c3,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget .mw-rcfilters-highlight-color-c3 tr:first-child,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c3.mw-rcfilters-ui-highlights-enhanced-toplevel:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+2)),
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c3.mw-rcfilters-ui-highlights-enhanced-nested:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+4)) {
background-color: #352c10;
}
.view-dark .mw-rcfilters-ui-changesListWrapperWidget li.mw-rcfilters-highlight-color-c4,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget .mw-rcfilters-highlight-color-c4 tr:first-child,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c4.mw-rcfilters-ui-highlights-enhanced-toplevel:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+2)),
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c4.mw-rcfilters-ui-highlights-enhanced-nested:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+4)) {
background-color: #411d0c;
}
.view-dark .mw-rcfilters-ui-changesListWrapperWidget li.mw-rcfilters-highlight-color-c5,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget .mw-rcfilters-highlight-color-c5 tr:first-child,
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c5.mw-rcfilters-ui-highlights-enhanced-toplevel:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+2)),
.view-dark .mw-rcfilters-ui-changesListWrapperWidget tr.mw-rcfilters-highlight-color-c5.mw-rcfilters-ui-highlights-enhanced-nested:not(.mw-rcfilters-ui-changesListWrapperWidget-enhanced-grey) td:not(:nth-child(-n+4)) {
background-color: #3f0f0f;
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled,
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined {
background-color: transparent;
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
-webkit-transition: border-color 300ms, box-shadow 300ms;
transition: border-color 300ms, box-shadow 300ms;
background-color: var(--wiki-content-background-color--secondary)
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-inlined.oo-ui-tagMultiselectWidget-focus .oo-ui-tagMultiselectWidget-handle {
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
outline: 0
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-inlined:hover .oo-ui-tagMultiselectWidget-handle {
border-color: var(--wiki-accent-color)
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-inlined.oo-ui-flaggedElement-invalid .oo-ui-tagMultiselectWidget-handle,
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-inlined.oo-ui-flaggedElement-invalid:hover .oo-ui-tagMultiselectWidget-handle {
border-color: var(--wiki-alert-color)
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-tagMultiselectWidget-handle {
background-color: var(--wiki-content-background-color--secondary);
border-bottom-width: 0;
border-bottom-left-radius: 0;
border-bottom-right-radius: 0
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-inputWidget-input {
border-radius: 0;
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined.oo-ui-flaggedElement-invalid .oo-ui-inputWidget-input {
border-color: var(--wiki-alert-color);
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-flaggedElement-invalid .oo-ui-inputWidget-input {
color: var(--wiki-alert-color);
}
.oo-ui-tagMultiselectWidget.oo-ui-widget-disabled .oo-ui-tagMultiselectWidget-handle {
opacity: 0.5;
}
.oo-ui-tagMultiselectWidget-handle .oo-ui-tagMultiselectWidget-group > input {
color: var(--wiki-content-text-color);
}
.oo-ui-tagMultiselectWidget .oo-ui-inputWidget-input {
color: inherit;
background: transparent;
font-family: inherit;
}
.oo-ui-dropdownWidget.oo-ui-widget-disabled .oo-ui-dropdownWidget-handle,
.oo-ui-textInputWidget.oo-ui-widget-disabled .oo-ui-inputWidget-input,
.oo-ui-dropdownWidget.oo-ui-widget-disabled .oo-ui-dropdownWidget-handle {
background: var(--wiki-content-text-mix-color-95);
color: color-mix(in srgb, var(--wiki-content-text-color) 25%, transparent);
text-shadow: none;
border-color: var(--wiki-content-text-mix-color);
}
.oo-ui-textInputWidget.oo-ui-widget-enabled .oo-ui-inputWidget-input::placeholder {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-dropdownInputWidget select {
border-color: var(--wiki-content-border-color);
}
.oo-ui-dropdownInputWidget.oo-ui-widget-enabled select:focus {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.oo-ui-toggleSwitchWidget {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:hover {
background-color: color-mix(in srgb, var(--wiki-content-background-color--secondary) 95%, var(--wiki-content-dynamic-color));
border-color: color-mix(in srgb, var(--wiki-content-border-color) 95%, var(--wiki-content-dynamic-color));
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled .oo-ui-toggleSwitchWidget-grip {
background-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
border-color: #0006;
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:hover .oo-ui-toggleSwitchWidget-grip {
background-color: color-mix(in srgb, var(--wiki-accent-color) 90%, var(--wiki-content-dynamic-color));
border-color: #0006;
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled.oo-ui-toggleWidget-on .oo-ui-toggleSwitchWidget-grip {
background-color: var(--wiki-accent-label-color);
border-color: #0006;
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:focus .oo-ui-toggleSwitchWidget-grip {
border-color: var(--wiki-accent-color);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled.oo-ui-toggleWidget-on {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled.oo-ui-toggleWidget-on:hover {
background-color: var(--wiki-accent-color--hover);
border-color: var(--wiki-accent-color--hover);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:active,
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:active:hover,
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:active:focus {
background-color: var(--wiki-accent-color--hover);
border-color: var(--wiki-accent-color--hover);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color--hover);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:active .oo-ui-toggleSwitchWidget-grip,
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:active:hover .oo-ui-toggleSwitchWidget-grip,
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:active:focus .oo-ui-toggleSwitchWidget-grip {
background-color: var(--wiki-accent-label-color);
border-color: var(--wiki-accent-label-color);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled:focus {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled.oo-ui-toggleWidget-on:active,
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled.oo-ui-toggleWidget-on:active:hover {
background-color: var(--wiki-accent-color--hover);
border-color: var(--wiki-accent-color--hover);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled.oo-ui-toggleWidget-on:focus {
border-color: var(--wiki-accent-color);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-enabled.oo-ui-toggleWidget-on:focus::before {
border-color: var(--wiki-accent-label-color);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-disabled {
background-color: var(--wiki-content-text-mix-color-95);
border-color: var(--wiki-content-text-mix-color-95);
}
.oo-ui-toggleSwitchWidget.oo-ui-widget-disabled.oo-ui-toggleWidget-off .oo-ui-toggleSwitchWidget-grip {
border-color: var(--wiki-content-dynamic-color--inverted);
box-shadow: inset 0 0 0 1px var(--wiki-content-dynamic-color--inverted);
}
.oo-ui-outlineOptionWidget.oo-ui-optionWidget-selected,
.oo-ui-outlineOptionWidget.oo-ui-optionWidget-highlighted {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-link-color);
}
.oo-ui-labelWidget.oo-ui-inline-help {
color: color-mix(in srgb, var(--wiki-content-text-color) 80%, transparent);
}
.oo-ui-progressBarWidget:not(.oo-ui-pendingElement-pending) {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-accent-color);
box-shadow: 0 1px 1px color-mix(in srgb, var(--wiki-content-dynamic-color) 15%, transparent);
}
.oo-ui-progressBarWidget.oo-ui-widget-enabled .oo-ui-progressBarWidget-bar {
background-color: var(--wiki-accent-color);
}
.oo-ui-bookletLayout-outlinePanel {
padding: 7px 0;
}
.oo-ui-processDialog-content .oo-ui-window-head,
.oo-ui-processDialog-content .oo-ui-window-foot,
.oo-ui-messageDialog-content > .oo-ui-window-head,
.oo-ui-messageDialog-content > .oo-ui-window-foot {
outline-color: var(--wiki-content-border-color);
}
.oo-ui-messageDialog-actions-horizontal .oo-ui-actionWidget {
border-right-color: var(--wiki-content-border-color);
}
.oo-ui-processDialog-actions-safe .oo-ui-widget-enabled.oo-ui-iconElement:not(.oo-ui-labelElement) > .oo-ui-buttonElement-button:hover {
background-color: var(--wiki-content-background-color);
border-right-color: var(--wiki-content-border-color);
}
.oo-ui-messageDialog-title {
color: var(--wiki-heading-color);
}
/* OAuth authorisation dialog */
#mw-mwoauth-authorize-form {
color: inherit;
}
.oo-ui-toolbar-bar,
.oo-ui-popupToolGroup-tools,
.oo-ui-listToolGroup-tools .oo-ui-tool.oo-ui-widget-enabled:hover {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
}
.oo-ui-popupToolGroup-tools {
max-width: 100%;
}
.oo-ui-toolbar-actions .oo-ui-popupToolGroup.oo-ui-widget-enabled > .oo-ui-popupToolGroup-handle:hover {
border-right-color: var(--wiki-content-border-color);
}
.oo-ui-menuToolGroup-tools .oo-ui-tool.oo-ui-tool-active,
.oo-ui-tool.oo-ui-widget-enabled > .oo-ui-tool-link:active,
.oo-ui-tool.oo-ui-widget-enabled.oo-ui-tool-active > .oo-ui-tool-link,
.oo-ui-tool.oo-ui-widget-enabled.oo-ui-popupToolGroup-active > .oo-ui-tool-link,
.oo-ui-popupToolGroup.oo-ui-popupToolGroup-active > .oo-ui-popupToolGroup-handle {
background-color: var(--wiki-content-background-color);
color: var(--wiki-content-link-color);
}
.oo-ui-tool.oo-ui-widget-enabled .oo-ui-tool-link {
/* we remove the transition here because it causes the hard-coded color to flash briefly */
transition: none;
}
.oo-ui-popupToolGroup.oo-ui-popupToolGroup-active > .oo-ui-popupToolGroup-handle:hover {
color: var(--wiki-accent-color);
}
.oo-ui-popupToolGroup-tools .oo-ui-tool-active.oo-ui-widget-enabled .oo-ui-tool-link .oo-ui-tool-title {
color: var(--wiki-accent-color);
}
.oo-ui-popupToolGroup.oo-ui-widget-enabled > .oo-ui-popupToolGroup-handle:hover,
.oo-ui-tool.oo-ui-widget-enabled > .oo-ui-tool-link:hover {
background-color: color-mix(in srgb, var(--wiki-accent-color) 10%, transparent);
}
.oo-ui-popupToolGroup.oo-ui-widget-enabled > .oo-ui-popupToolGroup-handle:active {
background-color: color-mix(in srgb, var(--wiki-accent-color) 15%, transparent);
}
.oo-ui-popupToolGroup-tools .oo-ui-tool.oo-ui-widget-enabled .oo-ui-tool-link:focus {
box-shadow: inset 0 0 0 2px var(--wiki-accent-color);
}
.oo-ui-popupToolGroup.oo-ui-widget-enabled > .oo-ui-popupToolGroup-handle:focus,
.oo-ui-tool.oo-ui-widget-enabled .oo-ui-tool-link:focus,
.oo-ui-tool.oo-ui-widget-enabled > .oo-ui-tool-link:focus {
outline: 1px solid var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.oo-ui-menuToolGroup,
.oo-ui-popupToolGroup-tools {
border-color: var(--wiki-content-border-color);
}
.oo-ui-toolbar-position-top > .oo-ui-toolbar-bar {
border-color: var(--wiki-content-border-color);
box-shadow: 0 1px 1px 0 color-mix(in srgb, var(--wiki-content-dynamic-color) 10%, transparent);
}
.oo-ui-barToolGroup-tools.oo-ui-toolGroup-enabled-tools .oo-ui-tool.oo-ui-widget-disabled.oo-ui-flaggedElement-primary > .oo-ui-tool-link,
.oo-ui-barToolGroup-tools.oo-ui-toolGroup-disabled-tools .oo-ui-tool.oo-ui-flaggedElement-primary > .oo-ui-tool-link {
background-color: var(--wiki-content-text-mix-color);
border-color: var(--wiki-content-text-mix-color);
}
.oo-ui-tool.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive > .oo-ui-tool-link {
background-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.oo-ui-tool.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive > .oo-ui-tool-link:hover {
background-color: var(--wiki-accent-color--hover);
color: var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-frameless > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled > .oo-ui-buttonElement-button {
color: var(--wiki-content-text-color);
}
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus {
color: var(--wiki-content-text-color--hover);
}
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.oo-ui-buttonElement-frameless.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button {
color: var(--wiki-content-text-color);
}
.oo-ui-buttonElement-frameless.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-frameless.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-frameless.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus {
color: var(--wiki-content-text-color--hover);
}
.oo-ui-buttonElement-frameless.oo-ui-flaggedElement-destructive > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-flaggedElement-destructive > .oo-ui-buttonElement-button {
color: var(--wiki-alert-color);
}
.oo-ui-buttonElement-frameless.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-frameless.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-frameless.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus {
color: var(--wiki-alert-color--hover);
}
.oo-ui-buttonElement-frameless > .oo-ui-buttonElement-button {
border: 1px solid transparent;
}
.oo-ui-buttonElement-frameless > button.oo-ui-buttonElement-button {
color: inherit;
}
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button:focus {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color), inset 0 0 0 2px var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus,
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active {
background-color: var(--wiki-accent-color--hover);
border-color: var(--wiki-accent-color--hover);
color: var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-destructive > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-destructive > .oo-ui-buttonElement-button {
background-color: #bf0017;
border-color: #bf0017;
color: #fff;
}
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus,
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-primary.oo-ui-flaggedElement-destructive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active {
background-color: #59000b;
border-color: #59000b;
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active > .oo-ui-buttonElement-button {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active > .oo-ui-buttonElement-button:focus {
box-shadow: inset 0 0 0 1px var(--wiki-accent-color--hover), inset 0 0 0 2px var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color--hover);
color: var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-active.oo-ui-flaggedElement-progressive.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button:hover,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive.oo-ui-buttonElement-pressed > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive.oo-ui-buttonElement-active > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive.oo-ui-popupToolGroup-active > .oo-ui-buttonElement-button {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-link-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive.oo-ui-buttonElement-pressed > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive.oo-ui-buttonElement-active > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive.oo-ui-popupToolGroup-active > .oo-ui-buttonElement-button {
color: var(--wiki-accent-color);
}
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-buttonElement-pressed > input.oo-ui-buttonElement-button,
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active {
background-color: color-mix(in srgb, var(--wiki-content-link-color) 8%, transparent);
color: var(--wiki-content-text-color);
border-color: var(--wiki-content-text-mix-color);
}
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-flaggedElement-progressive.oo-ui-buttonElement-pressed > .oo-ui-buttonElement-button {
color: color-mix(in srgb, var(--wiki-content-link-color) 90%, transparent);
border-color: color-mix(in srgb, var(--wiki-content-link-color) 90%, transparent);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover {
background-color: transparent;
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-flaggedElement-destructive > .oo-ui-buttonElement-button:hover {
background-color: var(--wiki-content-dynamic-color--inverted);
}
.oo-ui-buttonSelectWidget.oo-ui-widget-enabled:focus .oo-ui-buttonOptionWidget.oo-ui-optionWidget-selected .oo-ui-buttonElement-button {
border-color: var(--wiki-accent-color--hover);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color--hover), inset 0 0 0 2px var(--wiki-accent-label-color);
}
.mw-htmlform-ooui .mw-htmlform-matrix tbody tr:nth-child(2n) td,
.mw-htmlform-ooui .mw-htmlform-matrix tbody tr:hover td {
background-color: var(--wiki-content-background-color--secondary);
}
.oo-ui-popupWidget-popup {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.mw-advancedSearch-namespace-selection {
background: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
}
.oo-ui-popupWidget-popup .mw-advancedSearch-tooltip-head {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-menuSectionOptionWidget {
color: var(--wiki-content-text-mix-color);
}
/* possibly deprecated */
.mw-ui-button:not(:disabled) {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
color: var(--wiki-accent-color);
border-color: var(--wiki-content-border-color);
}
.mw-ui-button:not(:disabled):visited {
color: var(--wiki-accent-color);
}
.mw-ui-button:not(:disabled):hover {
background-color: var(--wiki-content-text-mix-color-95);
border-color: var(--wiki-content-border-color);
color: var(--wiki-accent-color--hover);
}
.mw-ui-button:not(:disabled):focus {
border-color: var(--wiki-accent-color);
color: var(--wiki-content-text-color);
box-shadow: none;
}
.mw-ui-button:not(:disabled):active,
.mw-ui-button:not(:disabled).is-on {
background-color: var(--wiki-content-background-color);
color: var(--wiki-content-dynamic-color);
border-color: var(--wiki-content-link-color);
}
/* end possibly deprecated */
.mw-ui-icon-before::before {
filter: var(--wiki-icon-to-link-filter);
}
.oo-ui-windowManager-modal > .oo-ui-dialog > .oo-ui-window-frame {
background-color: var(--wiki-content-background-color);
color: var(--wiki-content-text-color);
border-color: var(--wiki-content-border-color);
}
.oo-ui-windowManager-modal > .oo-ui-dialog {
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color--inverted) 50%, transparent);
}
.oo-ui-windowManager-modal.oo-ui-windowManager-floating > .oo-ui-dialog > .oo-ui-window-frame {
border-color: var(--wiki-content-border-color);
}
.oo-ui-messageDialog-message {
color: var(--wiki-content-text-color);
}
.oo-ui-buttonElement-framed:not(.oo-ui-flaggedElement-primary):not(.oo-ui-buttonElement-active) > .oo-ui-buttonElement-button {
color: var(--wiki-content-text-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-disabled:not(.oo-ui-flaggedElement-primary):not(.oo-ui-buttonElement-active) > .oo-ui-buttonElement-button {
color: var(--wiki-content-text-mix-color-95);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button {
color: var(--wiki-accent-color);
border-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover {
color: var(--wiki-accent-color--hover);
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 3px var(--wiki-accent-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button:active,
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-buttonElement-pressed > .oo-ui-buttonElement-button {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-link-color--hover);
border-color: var(--wiki-content-link-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button:focus {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-disabled > .oo-ui-buttonElement-button,
.oo-ui-buttonElement-framed.oo-ui-widget-disabled.oo-ui-flaggedElement-primary > .oo-ui-buttonElement-button {
background-color: var(--wiki-content-text-mix-color);
border-color: var(--wiki-content-text-mix-color);
}
.tdg-templateDataParamWidget-param-description {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-messageWidget.oo-ui-flaggedElement-error:not(.oo-ui-messageWidget-block),
.mw-body-content .error {
color: var(--wiki-alert-color);
}
.oo-ui-messageWidget.oo-ui-messageWidget-block.oo-ui-flaggedElement-error {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-alert-color);
border-left-width: 10px;
}
.oo-ui-messageWidget.oo-ui-messageWidget-block.oo-ui-flaggedElement-warning {
background-color: var(--wiki-content-background-color--secondary);
}
.oo-ui-messageWidget.oo-ui-messageWidget-block.oo-ui-flaggedElement-success {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-success-color);
border-left-width: 10px;
}
.oo-ui-messageWidget.oo-ui-messageWidget-block.oo-ui-flaggedElement-notice {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-text-mix-color);
}
.tdg-templateDataParamWidget-param-alias {
color: var(--wiki-content-text-mix-color);
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
}
.tdg-templateDataParamWidget-param-alias:first-child {
background-color: var(--wiki-content-background-color--secondary);
}
.mw-templatedata-doc-muted {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-processDialog-actions-safe .oo-ui-widget-enabled.oo-ui-iconElement:not(.oo-ui-labelElement) > .oo-ui-buttonElement-button:active {
background-color: var(--wiki-content-background-color--secondary);
border-right-color: var(--wiki-accent-color);
}
/* Date picker */
.mw-widget-dateInputWidget-handle {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.mw-widget-dateInputWidget.oo-ui-widget-enabled .mw-widget-dateInputWidget-handle:hover {
border-color: var(--wiki-accent-color);
box-shadow: none;
}
.mw-widget-dateInputWidget.oo-ui-widget-enabled .mw-widget-dateInputWidget-handle:focus {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.mw-widget-dateInputWidget.oo-ui-widget-enabled .mw-widget-dateInputWidget-handle > .oo-ui-labelElement-label {
color: var(--wiki-content-text-color);
}
.mw-widget-calendarWidget {
border-color: var(--wiki-content-border-color);
}
.mw-widget-calendarWidget:focus {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.mw-widget-dateInputWidget-calendar {
background-color: var(--wiki-content-background-color);
}
.mw-widget-dateInputWidget-calendar:focus {
box-shadow: inset 0 0 0 1px var(--wiki-accent-color), 0 2px 2px 0 rgba(0, 0, 0, 0.2);
}
.mw-widget-calendarWidget-header .oo-ui-labelElement-label,
.mw-widget-calendarWidget-day,
.mw-widget-calendarWidget-month,
.mw-widget-calendarWidget-year {
color: var(--wiki-content-text-color);
}
.mw-widget-calendarWidget-day-heading,
.mw-widget-calendarWidget-day-additional {
color: color-mix(in srgb, var(--wiki-content-text-color) 55%, transparent);
}
.mw-widget-calendarWidget-day-today {
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.mw-widget-calendarWidget-item-selected {
background-color: color-mix(in srgb, var(--wiki-accent-color) 90%, transparent);
color: var(--wiki-accent-label-color);
}
.mw-widget-calendarWidget-item:hover {
background-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.mw-widgets-datetime-calendarWidget:focus {
border-color: var(--wiki-content-border-color);
box-shadow: none;
}
.mw-widgets-datetime-calendarWidget-grid {
overflow-x: initial;
}
.mw-widgets-datetime-dateTimeInputWidget-handle {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.mw-widgets-datetime-dateTimeInputWidget.oo-ui-widget-enabled .mw-widgets-datetime-dateTimeInputWidget-handle:hover {
border-color: var(--wiki-content-border-color);
}
.mw-widgets-datetime-dateTimeInputWidget.oo-ui-widget-enabled .mw-widgets-datetime-dateTimeInputWidget-editField:hover {
background-color: var(--wiki-content-background-color);
}
.mw-widgets-datetime-calendarWidget {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
}
.mw-widgets-datetime-calendarWidget-grid .mw-widgets-datetime-calendarWidget-cell.mw-widgets-datetime-calendarWidget-extra .oo-ui-buttonElement-button .oo-ui-labelElement-label {
color: color-mix(in srgb, var(--wiki-content-text-color) 55%, transparent);
}
/* Unpatrolled page creations on Special:NewPages */
.not-patrolled {
background-color: color-mix(in srgb, var(--wiki-warning-color) 16%, transparent);
}
.mw-spinner-container > div::after {
background-color: var(--wiki-content-text-color);
}
pre,
code,
.mw-code {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.mw-templatedata-doc-param-alias {
color: var(--wiki-content-text-mix-color);
}
.mw-highlight,
.view-light .mw-highlight {
--pygments-background: color-mix(in srgb, var(--wiki-content-background-color--secondary) 50%, transparent);
--pygments-err: #db0000;
--pygments-c: #3a7575;
--pygments-k: #008000;
--pygments-o: #666;
--pygments-ch: #3a7575;
--pygments-cm: #3a7575;
--pygments-cp: #986200;
--pygments-cpf: #3a7575;
--pygments-c1: #3a7575;
--pygments-cs: #3a7575;
--pygments-gd: #a00000;
--pygments-gr: #db0000;
--pygments-gh: #000080;
--pygments-gi: #008100;
--pygments-go: #6e6e6e;
--pygments-gp: #000080;
--pygments-gu: #800080;
--pygments-gt: #04d;
--pygments-kc: #008000;
--pygments-kd: #008000;
--pygments-kn: #008000;
--pygments-kp: #008000;
--pygments-kr: #008000;
--pygments-kt: #b00040;
--pygments-m: #666;
--pygments-s: #ba2121;
--pygments-na: #647421;
--pygments-nb: #008000;
--pygments-nc: #00f;
--pygments-no: #800;
--pygments-nd: #a412ff;
--pygments-ni: #6d6d6d;
--pygments-ne: #c9352e;
--pygments-nf: #00f;
--pygments-nl: #727200;
--pygments-nn: #00f;
--pygments-nt: #008000;
--pygments-nv: #19177c;
--pygments-ow: #a412ff;
--pygments-w: #6e6e6e;
--pygments-mb: #666;
--pygments-mf: #666;
--pygments-mh: #666;
--pygments-mi: #666;
--pygments-mo: #666;
--pygments-sa: #ba2121;
--pygments-sb: #ba2121;
--pygments-sc: #ba2121;
--pygments-dl: #ba2121;
--pygments-sd: #ba2121;
--pygments-s2: #ba2121;
--pygments-se: #a55a1e;
--pygments-sh: #ba2121;
--pygments-si: #af4d74;
--pygments-sx: #008000;
--pygments-sr: #af4d74;
--pygments-s1: #ba2121;
--pygments-ss: #19177c;
--pygments-bp: #008000;
--pygments-fm: #00f;
--pygments-vc: #19177c;
--pygments-vg: #19177c;
--pygments-vi: #19177c;
--pygments-vm: #19177c;
--pygments-il: #666;
}
.view-dark .mw-highlight {
--pygments-background: color-mix(in srgb, var(--wiki-content-background-color--secondary) 50%, transparent);
--pygments-err: #fe4242;
--pygments-c: #4b9797;
--pygments-k: #00a300;
--pygments-o: #898989;
--pygments-ch: #4b9797;
--pygments-cm: #4b9797;
--pygments-cp: #c17d00;
--pygments-cpf: #4b9797;
--pygments-c1: #4b9797;
--pygments-cs: #4b9797;
--pygments-gd: #ff3f3f;
--pygments-gr: #fe4242;
--pygments-gh: #7a7aff;
--pygments-gi: #00a000;
--pygments-go: #8a8a8a;
--pygments-gp: #7a7aff;
--pygments-gu: #f500f5;
--pygments-gt: #4e84fe;
--pygments-kc: #00a300;
--pygments-kd: #00a300;
--pygments-kn: #00a300;
--pygments-kp: #00a300;
--pygments-kr: #00a300;
--pygments-kt: #fe357e;
--pygments-m: #898989;
--pygments-s: #e25e5e;
--pygments-na: #80932a;
--pygments-nb: #00a300;
--pygments-nc: #7a7afe;
--pygments-no: #ff4040;
--pygments-nd: #bf5aff;
--pygments-ni: #999;
--pygments-ne: #da655f;
--pygments-nf: #7a7afe;
--pygments-nl: #a0a000;
--pygments-nn: #7a7afe;
--pygments-nt: #00a300;
--pygments-nv: #8381e7;
--pygments-ow: #bf5aff;
--pygments-w: #bbb;
--pygments-mb: #898989;
--pygments-mf: #898989;
--pygments-mh: #898989;
--pygments-mi: #898989;
--pygments-mo: #898989;
--pygments-sa: #e25e5e;
--pygments-sb: #e25e5e;
--pygments-sc: #e25e5e;
--pygments-dl: #e25e5e;
--pygments-sd: #e25e5e;
--pygments-s2: #e25e5e;
--pygments-se: #d07125;
--pygments-sh: #e25e5e;
--pygments-si: #c17492;
--pygments-sx: #00a300;
--pygments-sr: #c17492;
--pygments-s1: #e25e5e;
--pygments-ss: #8381e7;
--pygments-bp: #00a300;
--pygments-fm: #7a7afe;
--pygments-vc: #8381e7;
--pygments-vg: #8381e7;
--pygments-vi: #8381e7;
--pygments-vm: #8381e7;
--pygments-il: #898989;
}
div.mw-highlight,
.skin-theme-clientpref-night div.mw-highlight {
background-color: var(--wiki-content-dynamic-color--inverted);
margin: 0.5em 0;
}
.mw-highlight .err {
border-color: var(--pygments-err);
}
.mw-highlight .c {
color: var(--pygments-c);
}
.mw-highlight .k {
color: var(--pygments-k);
}
.mw-highlight .o {
color: var(--pygments-o);
}
.mw-highlight .ch {
color: var(--pygments-ch);
}
.mw-highlight .cm {
color: var(--pygments-cm);
}
.mw-highlight .cp {
color: var(--pygments-cp);
}
.mw-highlight .cpf {
color: var(--pygments-cpf);
}
.mw-highlight .c1 {
color: var(--pygments-c1);
}
.mw-highlight .cs {
color: var(--pygments-cs);
}
.mw-highlight .gd {
color: var(--pygments-gd);
}
.mw-highlight .gr {
color: var(--pygments-gr);
}
.mw-highlight .gh {
color: var(--pygments-gh);
}
.mw-highlight .gi {
color: var(--pygments-gi);
}
.mw-highlight .go {
color: var(--pygments-go);
}
.mw-highlight .gp {
color: var(--pygments-gp);
}
.mw-highlight .gu {
color: var(--pygments-gu);
}
.mw-highlight .gt {
color: var(--pygments-gt);
}
.mw-highlight .kc {
color: var(--pygments-kc);
}
.mw-highlight .kd {
color: var(--pygments-kd);
}
.mw-highlight .kn {
color: var(--pygments-kn);
}
.mw-highlight .kp {
color: var(--pygments-kp);
}
.mw-highlight .kr {
color: var(--pygments-kr);
}
.mw-highlight .kt {
color: var(--pygments-kt);
}
.mw-highlight .m {
color: var(--pygments-m);
}
.mw-highlight .s {
color: var(--pygments-s);
}
.mw-highlight .na {
color: var(--pygments-na);
}
.mw-highlight .nb {
color: var(--pygments-nb);
}
.mw-highlight .nc {
color: var(--pygments-nc);
}
.mw-highlight .no {
color: var(--pygments-no);
}
.mw-highlight .nd {
color: var(--pygments-nd);
}
.mw-highlight .ni {
color: var(--pygments-ni);
}
.mw-highlight .ne {
color: var(--pygments-ne);
}
.mw-highlight .nf {
color: var(--pygments-nf);
}
.mw-highlight .nl {
color: var(--pygments-nl);
}
.mw-highlight .nn {
color: var(--pygments-nn);
}
.mw-highlight .nt {
color: var(--pygments-nt);
}
.mw-highlight .nv {
color: var(--pygments-nv);
}
.mw-highlight .ow {
color: var(--pygments-ow);
}
.mw-highlight .w {
color: var(--pygments-w);
}
.mw-highlight .mb {
color: var(--pygments-mb);
}
.mw-highlight .mf {
color: var(--pygments-mf);
}
.mw-highlight .mh {
color: var(--pygments-mh);
}
.mw-highlight .mi {
color: var(--pygments-mi);
}
.mw-highlight .mo {
color: var(--pygments-mo);
}
.mw-highlight .sa {
color: var(--pygments-sa);
}
.mw-highlight .sb {
color: var(--pygments-sb);
}
.mw-highlight .sc {
color: var(--pygments-sc);
}
.mw-highlight .dl {
color: var(--pygments-dl);
}
.mw-highlight .sd {
color: var(--pygments-sd);
}
.mw-highlight .s2 {
color: var(--pygments-s2);
}
.mw-highlight .se {
color: var(--pygments-se);
}
.mw-highlight .sh {
color: var(--pygments-sh);
}
.mw-highlight .si {
color: var(--pygments-si);
}
.mw-highlight .sx {
color: var(--pygments-sx);
}
.mw-highlight .sr {
color: var(--pygments-sr);
}
.mw-highlight .s1 {
color: var(--pygments-s1);
}
.mw-highlight .ss {
color: var(--pygments-ss);
}
.mw-highlight .bp {
color: var(--pygments-bp);
}
.mw-highlight .fm {
color: var(--pygments-fm);
}
.mw-highlight .vc {
color: var(--pygments-vc);
}
.mw-highlight .vg {
color: var(--pygments-vg);
}
.mw-highlight .vi {
color: var(--pygments-vi);
}
.mw-highlight .vm {
color: var(--pygments-vm);
}
.mw-highlight .il {
color: var(--pygments-il);
}
.mw-highlight pre {
background: var(--pygments-background);
margin: 0;
}
.mw-content-ltr.mw-highlight-lines pre,
.mw-content-ltr.content .mw-highlight-lines pre {
padding-left: 3.5em;
box-shadow: inset 2.75em 0 0 var(--wiki-content-dynamic-color--inverted);
}
.mw-highlight .hll {
background-color: color-mix(in srgb, var(--wiki-accent-color) 20%, transparent)
}
.mw-apisandbox-toolbar {
background: var(--wiki-content-background-color--secondary);
top: var(--wikigg-header-height);
}
/* special:replacetext */
.ext-replacetext-searchoptions {
background-color: transparent;
border: 1px solid var(--wiki-content-border-color);
}
.ext-replacetext-searchoptions .ext-replacetext-divider {
border-bottom: 1px solid var(--wiki-content-border-color);
}
/**/
.view-dark textarea {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.view-dark textarea:focus-visible {
outline-color: var(--wiki-accent-color);
outline-style: solid;
}
.oo-ui-textInputWidget.oo-ui-widget-enabled textarea.oo-ui-inputWidget-input:focus {
outline: 1px solid var(--wiki-accent-color);
}
/* make math formulas legible on dark theme */
.mwe-math-fallback-image-inline,
.mwe-math-fallback-image-display,
.ve-ui-mwLatexPage-symbol {
filter: var(--wiki-icon-general-filter);
}
/* search bar */
#searchInput {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
box-shadow: none;
}
#searchInput:focus,
#simpleSearch:hover #searchInput,
#simpleSearch:hover #searchInput:focus {
border-color: var(--wiki-accent-color);
box-shadow: none;
}
#searchButton {
filter: var(--wiki-icon-to-link-filter);
}
.vector-search-box-input::placeholder {
color: var(--wiki-content-text-mix-color);
}
/* Search suggestions */
.suggestions-results,
.suggestions-special {
background-color: var(--wiki-content-background-color--secondary);
}
.suggestions a.mw-searchSuggest-link,
.suggestions a.mw-searchSuggest-link:hover,
.suggestions a.mw-searchSuggest-link:active,
.suggestions a.mw-searchSuggest-link:focus {
color: var(--wiki-content-text-color);
}
.suggestions-result {
color: var(--wiki-content-link-color);
}
.suggestions-result-current {
background-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.suggestions-special .special-label {
color: var(--wiki-content-text-mix-color);
}
.suggestions-special.suggestions-result-current .special-label {
color: var(--wiki-accent-label-color);
}
.suggestions-special .special-query {
color: var(--wiki-content-text-color);
}
/* search page */
fieldset#mw-searchoptions {
background-color: color-mix(in srgb, var(--wiki-content-background-color--secondary) 50%, transparent);
border-color: var(--wiki-content-border-color);
}
#mw-searchoptions .divider {
border-color: var(--wiki-content-border-color);
}
.mw-search-profile-tabs {
background-color: color-mix(in srgb, var(--wiki-content-background-color--secondary) 50%, transparent);
border: 1px solid var(--wiki-content-border-color);
margin-top: 1em;
}
.mw-search-profile-tabs div.search-types ul li.current a {
color: var(--wiki-content-text-color);
}
.results-info,
.mw-search-result-data {
color: var(--wiki-content-text-mix-color);
}
/**/
/* Login/register page */
.mw-number-text {
color: var(--wiki-content-text-mix-color);
}
.mw-body-content .mw-number-text h3 {
color: var(--wiki-heading-color);
}
.mw-number-text.icon-edits,
.mw-number-text.icon-pages,
.mw-number-text.icon-contributors {
position: relative;
background: none;
}
.mw-number-text.icon-edits::before,
.mw-number-text.icon-pages::before,
.mw-number-text.icon-contributors::before {
position: absolute;
width: 95px;
height: 100%;
left: 0;
top: 0;
content: '';
filter: brightness(0) var(--wiki-icon-general-filter);
}
.mw-number-text.icon-edits::before {
background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFAAAABLCAYAAADnAAD1AAACrUlEQVR4AWL4//8/oH170LEsiKIwXGPbtm0EY9s2g7bdjzh4oVnjyslKVZ3hSu+d5L/c0Xdx/Bt5jjCyAR3QAd9/+DhSW4oeoYmJGQdM4HWjYfQKTXTA8pZFeIgjOmA5Hkd0wDwe6TWa6IAcr4eA5RAdEC0neKWIDoieFcMRRPOAaDJ6+4uITxzwJ+KbmnjdaKkDliISPIv/gcvRxsT7kzgix7MGuBz1ooFyRIq3xOJ64ArUG0EMoMV5RI5nAJDjRV1Go1DIIL7meJKAAngc8Qn/tgoACuCNRtfRJhQyGQLkeJcI3u3oP3GzA5bjjYnwEEE0Acjx+urgEcRNVgFX1sUjdaHF9gA53sW/jScFKIC3SH8hIo5nDXAVwbtA8O6U4+kD6uPpA2rhWQNcXYh3N4HXSfAMAHK8838BTwBQF28hCpKAAnj3SvCsAa4heOdU8NQB5fGUAfXxhAEZ3lmCdz+B18Hx9ABN46kBrv1DeAtQsAZYivdAB08AMMLrJ3hBHU8BkOGdqcyMLcCbj4I1QH08YUCGd0kbTwCQ4MW1oFkR3kM5PAHAdVU8gjhPEk8AkOKRBjN481AwAxjhDRCM4Rq1EzwTgAzvGtoqiicAmMcbjRZI4wkATiP/eVe/4QU0DvXJ4gkAHq9gNEV4cdPRRtQjgycAOA51VkAOoECaiF5J4QkA7iVnuI+vgTcXBauAo1BjBeU0mZuCXlfm2gieOcCN5KzPadH7s9EF1CeJJwD4lKy2BLQM3UFDaFgSTwBwKcE5il6Q1wmeA95KQLGafuI54Ay+I4D2Fm1HY2QwBADPZdCG0EO0Wg5CAHAi6k1ce3E1fdDHAQ8TuG50Ml6F4TngGNQawTWjg2iCPoAG4I5vcG/QVrLDIJMDnvyNBYMDeg7ogA7ogJ4DOqBmnwD4A/itR9A4HwAAAABJRU5ErkJggg==) no-repeat left center;
}
.mw-number-text.icon-pages::before {
background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFAAAABLCAYAAADnAAD1AAAByUlEQVR4Ae3XQ6JcQRhH8Rs7mYWT2LZt25rEtpNvicGCOid51lWhX3X/B78F1ClnjUZDHChCDgVUQAVUwF+//zTbaEzwJKuqFQJOwVOYB0fSDege8RnMg8OxA47HhMhGho4YM+BHWGTXMApZP1NxAqdKuIS3DhETC5gT0cEonM+LmH7A8BHHF4zhUMyAr3DKswt4ARvCVQ8RL8FyHIoV8DqyAEbidMCIu2AFDqUbEBiLd4EiroOVcDDdgMBJWI4rNSOugpV0MOWAa2EBIq6HVXAw1YDzYQEiboVVdCDFgLNhASIegtWwP7WAM2AVXC4Z8SKsho+pBZwDCxDxIZ7hGo5iN7ZgG/bjOj61QsB5sAARxyArMA7nUw+4GuYQcaSHv/PrlAPuhDnYh8zR9ZQDnoF1+ooXuI87uIvH+JoT8ES7B1yJxZiGETnbbAHuKqCbkbiqgG5mK6Cb8QqogAqogAqogAqogAqogAqogAqogAqogAqogAqogAqogAqogAqogAqogAqogAqogAqogG0acAwmVHRLAXschDlQQAVUwKYGXIZTDo7qFnakgAqogP4ooAK+waVh5GpSAROggAqogFKOAiqgAiqg/AUjJ7hc1MT1egAAAABJRU5ErkJggg==) no-repeat left center
}
.mw-number-text.icon-contributors::before {
background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAFAAAAAtCAYAAAA5reyyAAAEMElEQVR4AWJ4/uLFYMJsgHbtIVhzLQqg8G7btm3bfLZt2/abtG3btm3btt19tXuNU5UbnV9VPfj2PCtODh7DaOzHDdzEIQxFG6SERItoilcPq6EOpqNsrAdMiWb4CQPQEx+jMsSH13Ad6tJRtIf4UBkfoyf642c0Q8pwBSyOEYiDWpzHP8gIcelZ3IV6dBENIS5lxD84D7WIwwgUD3XActjk8jTLDnFQAiegPm1FFoiD7JgKdbAJ5UIVMA0WQ10aCnEwHBrQ/xAHQ6EuLULqUAT8EurRkxAbtXEWGtBu5IPYeBLq0RemA6bDUqhHwyE2/oIa8qHho3wp0pkM2AS3oR4dRCmIFWZADRkEsUIpHIR6dBtNTAZ8DepDEhpDLIphL9Q9X0dMYyRBfXjNZMD3oT61hFjUwHmoITtQAGLREurT+yYDvgn1IQ4NwhBwP0pALBogDurDmyYDPgL14QjKQCzK43gYjsAyOAL14RGTAcvhKNSjWUgLsciDzVBDliG9zceJWT53fFlzAYGJUI/+g9iYCjVkBMTGv1CPJkJMB/wM6sEdtILY6Aw15A+IjVa4A/Xgs1C9ym2AujQVkoznkQgN6CpaQAwd7euQynxA4EMkuTz6noAkIxu2QQNaAXHwhMujMAkfhvpz1gSogwEQF/pAA/oV4sIAqIPxkFAHLIwVUBuLkQ/iQkNchPp0BHkhLuTDYocjuVDoAwLNobCKx7MQZ0buxn9CPHgO8VBYNYOEI2AxTIPaWI3SEJdq47rPz1jZIC6VxmqHm17RUAYsjm+wB+rgDH5FZYgL/0M9egjiQmX8hjNQB3vwDYqZClgRn2I8TkM9uoxp+BY1IDayYAnUpd8hyaiBbzEdl6EencZ4fIoKXgPWQ0eswTmoIRexCz9DYFUWh6AOeiEFBFYfYYv7aK6cxRp0RL3kAjbBSsRBQ+gwykBg1SrAF+5qOAUNoTisRBNrwHeQAA2D7hAbLQL+qOoBDYMEvA0RRm3cg4bQIYxBO4iNnFgOdfAoJBntMAaHoSF0D7WtbwOmJGIHBuFtFHJxhx8HdeEEnoI4KIS3MQg7kAg1rI8w9kMN2YQ/8RByQRwUxE844GPvj0B9iAu58BD+NPwdcp8wrkEDOoG3kR3iIC0exhAcgQZwHQvwOfJDXMiOt3ECGtA1EwH3oDLERgoUxisYhv24AzUoEWexCD+iJtJBklEF+yId8A7aQywyoCK+xCJcRSI0TO5iL7qjDXIjBcTiIdwNGnAetmKjR8fQHdYL93tYiSRolDiJzqgLseiOYz62fyvmCcOUJ3EAGuV6oUi0rVD9BBpDtqJstARsj3hojFmBdNEQcDw0Rn0V6YAVcBIao2YjXSQDtoDGsDOoFMmAD0FjXLMHAYN5KJIBW+FBwADq4x40hrWLZMCKOIhEXIsxd3EdDSF+3QeCfPkMAgchOAAAAABJRU5ErkJggg==) no-repeat left center
}
/**/
/* Multimedia viewer */
.mw-mmv-post-image,
.mw-mmv-image-metadata {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.mw-mmv-ttf-container .mw-mmv-ttf-ellipsis {
box-shadow: -4px 6px 0 0 var(--wiki-content-background-color);
}
.mw-mmv-title-para .mw-mmv-ttf-ellipsis {
background-color: var(--wiki-content-background-color);
}
.mw-mmv-title-para .mw-mmv-ttf-ellipsis::before {
background-image: linear-gradient(to right, transparent 0%, var(--wiki-content-background-color) 100%);
}
.mw-mmv-ttf-ellipsis-container:hover .mw-mmv-ttf-container .mw-mmv-ttf-ellipsis {
background-color: var(--wiki-content-background-color--secondary);
}
.mw-mmv-ttf-container .mw-mmv-ttf-ellipsis:hover, .mw-mmv-ttf-ellipsis-container .mw-mmv-ttf-container .mw-mmv-ttf-ellipsis:hover {
background-color: color-mix(in srgb, var(--wiki-content-background-color--secondary) 95%, var(--wiki-content-dynamic-color));
}
.mw-ui-button.mw-ui-progressive:not(:disabled) {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color);
}
.mw-ui-button.mw-ui-progressive:not(:disabled):hover {
background-color: var(--wiki-accent-color--hover);
}
.skin-vector .mw-ui-button.mw-ui-progressive:hover,
.skin-vector .mw-ui-button.mw-ui-primary:disabled {
box-shadow: 0px 0px 16px rgba(0, 0, 0, 0.75) inset, 0 0 5px var(--wiki-content-border-color);
border: 2px solid var(--wiki-content-border-color);
}
.mw-ui-button.mw-ui-progressive:not(:disabled):active,
.mw-ui-button.mw-ui-progressive:not(:disabled).is-on {
background-color: var(--wiki-accent-color);
border-color: var(--wiki-accent-color);
}
.mw-ui-button.mw-ui-progressive {
box-shadow: 0px 0px 16px rgba(0, 0, 0, 0.75) inset, 0 0 5px var(--wiki-content-border-color)
}
/* possibly deprecated */
.mw-ui-input:not(:disabled) {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.mw-ui-input:not(:disabled):hover,
.mw-ui-input:not(:disabled):focus {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
border-color: var(--wiki-accent-color);
box-shadow: none;
}
.mw-ui-input::placeholder {
color: var(--wiki-content-text-mix-color);
}
/* end possibly deprecated */
.mw-mmv-dialog {
background-color: var(--wiki-content-background-color);
box-shadow: 0 2px 2px 0 var(--wiki-content-border-color);
}
.mw-mmv-dialog .mw-mmv-dialog-down-arrow {
background-color: var(--wiki-content-background-color);
}
.mw-mmv-options-dialog-header {
color: var(--wiki-content-text-color);
}
.mw-mmv-options-text-header,
.mw-mmv-options-text-body {
color: var(--wiki-content-text-mix-color);
}
.mw-mmv-download-pane .mw-mmv-download-area .mw-mmv-download-select-menu {
background-image: none;
}
.mw-mmv-download-pane .mw-mmv-download-area .mw-mmv-download-select-menu span {
display: none;
}
.mw-mmv-download-pane .mw-mmv-download-area .mw-mmv-download-select-menu::after {
display: inline-block;
width: 8px;
height: 100%;
content: '';
--mask: url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2212%22 height=%2212%22 viewBox=%220 0 12 12%22%3E %3Cpath fill=%22%23000%22 fill-rule=%22evenodd%22 d=%22m2.023 3 3.49 5.953L9 3z%22 clip-rule=%22evenodd%22/%3E %3C/svg%3E") no-repeat;
--mask-size: 12px;
--mask-position: center;
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: var(--mask-size);
mask-size: var(--mask-size);
-webkit-mask-position: var(--mask-position);
mask-position: var(--mask-position);
background-color: currentColor;
}
.mw-mmv-embed-dimensions {
color: color-mix(in srgb, var(--wiki-content-text-color) 76%, transparent);
}
.oo-ui-optionWidget-selected .mw-mmv-embed-dimensions {
color: color-mix(in srgb, var(--wiki-content-text-color) 82%, transparent);
}
.mw-mmv-download-pane .mw-mmv-download-attribution {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-mix-color);
}
.mw-mmv-download-pane .mw-mmv-download-attribution:hover {
background-color: var(--wiki-content-dynamic-color--inverted);
color: var(--wiki-content-text-color);
}
.mw-mmv-download-pane .mw-mmv-download-area .mw-mmv-download-preview-link,
.mw-mmv-download-pane .mw-mmv-download-attribution-cta-invite {
color: var(--wiki-content-text-mix-color);
}
.mw-ui-button.mw-ui-quiet,
.mw-ui-button.mw-ui-quiet.mw-ui-progressive,
.mw-ui-button.mw-ui-quiet.mw-ui-destructive {
color: var(--wiki-accent-color);
}
.mw-ui-button.mw-ui-progressive:not(:disabled):focus {
box-shadow: inset 0 0 0 1px rgba(0, 0, 0, 1), inset 0 0 0 2px var(--wiki-accent-color);
}
input[type="checkbox"]:active + .mw-ui-button.mw-ui-quiet,
input[type="checkbox"]:active + .mw-ui-button.mw-ui-quiet.mw-ui-progressive,
input[type="checkbox"]:active + .mw-ui-button.mw-ui-quiet.mw-ui-destructive,
.mw-ui-button.mw-ui-quiet:active,
.mw-ui-button.mw-ui-quiet.mw-ui-progressive:active,
.mw-ui-button.mw-ui-quiet.mw-ui-destructive:active,
input[type="checkbox"]:focus + .mw-ui-button.mw-ui-quiet,
input[type="checkbox"]:focus + .mw-ui-button.mw-ui-quiet.mw-ui-progressive,
input[type="checkbox"]:focus + .mw-ui-button.mw-ui-quiet.mw-ui-destructive,
.mw-ui-button.mw-ui-quiet:focus,
.mw-ui-button.mw-ui-quiet.mw-ui-progressive:focus,
.mw-ui-button.mw-ui-quiet.mw-ui-destructive:focus {
color: var(--wiki-content-text-color);
}
/**/
/* Echo */
.oo-ui-buttonElement-framed.oo-ui-widget-enabled.oo-ui-optionWidget-selected > .oo-ui-buttonElement-button:hover {
color: var(--wiki-accent-label-color);
}
.oo-ui-buttonElement-framed.oo-ui-widget-enabled > .oo-ui-buttonElement-button:hover {
color: var(--wiki-content-text-color);
}
@-webkit-keyframes unseen-fadeout-to-unread {
from {
background-color: color-mix(in srgb, var(--wiki-accent-color) 20%, transparent);
}
to {
background-color: var(--wiki-content-background-color--secondary);
}
}
@keyframes unseen-fadeout-to-unread {
from {
background-color: color-mix(in srgb, var(--wiki-accent-color) 20%, transparent);
}
to {
background-color: var(--wiki-content-background-color--secondary);
}
}
@-webkit-keyframes unseen-fadeout-to-read {
from {
background-color: color-mix(in srgb, var(--wiki-accent-color) 20%, transparent);
}
to {
background-color: var(--wiki-content-background-color);
}
}
@keyframes unseen-fadeout-to-read {
from {
background-color: color-mix(in srgb, var(--wiki-accent-color) 20%, transparent);
}
to {
background-color: var(--wiki-content-background-color);
}
}
.oo-ui-popupWidget-anchored-top .oo-ui-popupWidget-anchor:before {
border-bottom-color: var(--wiki-content-border-color);
}
.oo-ui-popupWidget-anchored-top .oo-ui-popupWidget-anchor:after {
border-bottom-color: var(--wiki-content-background-color--secondary);
}
.client-js .mw-echo-special-nojs {
filter: var(--wiki-icon-general-filter)
}
/**/
/* codex fixes */
.cdx-checkbox__icon {
background-color: color-mix(in srgb, var(--wiki-accent-color) 5%, transparent);
}
.mw-echo-ui-toggleReadCircleButtonWidget:hover .mw-echo-ui-toggleReadCircleButtonWidget-circle {
background-color: var(--wiki-accent-color--hover);
}
.mw-echo-ui-toggleReadCircleButtonWidget-circle-unread {
background-color: transparent;
}
.mw-echo-ui-toggleReadCircleButtonWidget:hover .mw-echo-ui-toggleReadCircleButtonWidget-circle-unread {
background-color: var(--wiki-content-text-mix-color-95);
}
/**/
/*************************
* End Vector theme fixes *
**************************/
/************************
* Theme-based Scribunto *
*************************/
#mw-scribunto-input {
background-color: var(--wiki-content-background-color--secondary);
border: 1px solid var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.mw-scribunto-console-fieldset,
.mw-scribunto-message,
.mw-scribunto-input,
.mw-scribunto-error,
.mw-scribunto-print,
.mw-scribunto-normalOutput {
background: transparent;
}
.mw-scribunto-console-fieldset {
color: var(--wiki-content-text-color);
}
.mw-scribunto-message {
color: var(--wiki-content-text-color);
}
.mw-scribunto-input {
color: var(--wiki-content-text-color--hover);
}
.mw-scribunto-error {
color: var(--wiki-alert-color);
}
.mw-scribunto-print {
color: var(--wiki-content-text-color);
}
.mw-scribunto-normalOutput {
color: var(--wiki-content-text-color);
}
/****************
* End Scribunto *
*****************/
/***************************
* Theme-based VisualEditor *
****************************/
.ve-activated .vector-menu-tabs .selected {
box-shadow: inset 0 -1px 0 color-mix(in srgb, var(--wiki-content-border-color) 50%, transparent);
}
.ve-init-mw-progressBarWidget {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-accent-color);
box-shadow: 0 1px 1px color-mix(in srgb, var(--wiki-content-dynamic-color) 15%, transparent);
}
.ve-init-mw-progressBarWidget-bar {
background-color: var(--wiki-accent-color);
}
.ve-init-mw-desktopArticleTarget-toolbarPlaceholder-bar {
border-bottom-color: var(--wiki-content-border-color);
}
.ve-init-mw-desktopArticleTarget-toolbarPlaceholder-floating .ve-init-mw-desktopArticleTarget-toolbarPlaceholder-bar {
top: var(--wikigg-header-height, 0);
background: var(--wiki-content-background-color);
}
div.ve-ce-branchNode {
border-color: var(--wiki-content-border-color);
}
.ve-ce-focusableNode-highlight {
background: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.ve-ce-surface-highlights-focused .ve-ce-focusableNode-highlights {
opacity: 0.25;
}
.ve-ce-branchNode-blockSlug, .ve-ce-branchNode-newSlug:not(.ve-ce-branchNode-newSlug-open) {
outline-color: var(--wiki-accent-color);
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color--inverted) 75%, transparent);
}
figure[typeof~='mw:File/Thumb'],
figure[typeof~='mw:File/Frame'],
figure[typeof~='mw:Image/Thumb'],
figure[typeof~='mw:Video/Thumb'],
figure[typeof~='mw:Audio/Thumb'],
figure[typeof~='mw:Image/Frame'],
figure[typeof~='mw:Video/Frame'],
figure[typeof~='mw:Audio/Frame'] {
border-color: var(--wiki-content-border-color);
background-color: var(--wiki-content-background-color--secondary);
}
figure[typeof~='mw:File/Thumb'] > a:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:File/Frame'] > a:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Image/Thumb'] > a:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Video/Thumb'] > a:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Audio/Thumb'] > a:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Image/Frame'] > a:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Video/Frame'] > a:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Audio/Frame'] > a:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:File/Thumb'] > span:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:File/Frame'] > span:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Image/Thumb'] > span:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Video/Thumb'] > span:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Audio/Thumb'] > span:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Image/Frame'] > span:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Video/Frame'] > span:first-child > *:first-child:not(.mw-broken-media),
figure[typeof~='mw:Audio/Frame'] > span:first-child > *:first-child:not(.mw-broken-media) {
border-color: var(--wiki-content-border-color);
background: var(--wiki-content-background-color--secondary);
}
figure[typeof~='mw:File/Thumb'] > figcaption,
figure[typeof~='mw:File/Frame'] > figcaption,
figure[typeof~='mw:Image/Thumb'] > figcaption,
figure[typeof~='mw:Video/Thumb'] > figcaption,
figure[typeof~='mw:Audio/Thumb'] > figcaption,
figure[typeof~='mw:Image/Frame'] > figcaption,
figure[typeof~='mw:Video/Frame'] > figcaption,
figure[typeof~='mw:Audio/Frame'] > figcaption {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.ve-ui-specialCharacterPage-character,
.oo-ui-toolbar-position-top .ve-ui-toolbarDialog-position-above,
.oo-ui-bookletLayout > .oo-ui-menuLayout-menu,
.ve-ui-mwTwoPaneTransclusionDialogLayout > .oo-ui-menuLayout-menu,
.ve-ui-specialCharacterPage-character:hover {
border-color: var(--wiki-content-border-color);
}
.ve-ui-specialCharacterPage-character:hover {
box-shadow: inset 0 0 1px 1px var(--wiki-accent-color);
}
.oo-ui-listToolGroup-tools .oo-ui-tool.oo-ui-widget-disabled .oo-ui-tool-title,
.oo-ui-popupToolGroup-tools .oo-ui-tool-link .oo-ui-tool-accel {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-barToolGroup-tools.oo-ui-toolGroup-enabled-tools .oo-ui-tool.oo-ui-widget-disabled.oo-ui-flaggedElement-primary > .oo-ui-tool-link .oo-ui-tool-title,
.oo-ui-barToolGroup-tools.oo-ui-toolGroup-disabled-tools .oo-ui-tool.oo-ui-flaggedElement-primary > .oo-ui-tool-link .oo-ui-tool-title {
color: color-mix(in srgb, var(--wiki-content-dynamic-color--inverted) 78%, transparent);
}
.ve-activated .ve-init-mw-desktopArticleTarget-originalContent #catlinks:hover {
background: color-mix(in srgb, var(--wiki-content-link-color) 10%, transparent);
}
.oo-ui-tabSelectWidget-frameless .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected {
color: var(--wiki-accent-color);
box-shadow: inset 0 -2px 0 0 var(--wiki-accent-color);
}
.oo-ui-tabOptionWidget {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-tabSelectWidget-frameless .oo-ui-tabOptionWidget.oo-ui-widget-enabled:not(.oo-ui-optionWidget-selected):hover {
color: var(--wiki-accent-color--hover);
box-shadow: inset 0 -2px 0 0 var(--wiki-accent-color--hover);
}
.oo-ui-tabSelectWidget-frameless .oo-ui-tabOptionWidget.oo-ui-widget-enabled:not(.oo-ui-optionWidget-selected):active {
color: var(--wiki-content-text-color);
box-shadow: inset 0 -2px 0 0 var(--wiki-accent-color--hover);
}
.oo-ui-tabSelectWidget-frameless {
box-shadow: inset 0 -1px 0 0 var(--wiki-content-border-color);
}
.oo-ui-textInputWidget.oo-ui-widget-enabled.oo-ui-flaggedElement-invalid .oo-ui-inputWidget-input {
border-color: var(--wiki-alert-color);
}
.ve-ce-linkAnnotation.ve-ce-annotation-active {
box-shadow: 0 0 0 1px color-mix(in srgb, var(--wiki-content-link-color) 20%, transparent);
background-color: color-mix(in srgb, var(--wiki-content-link-color) 10%, transparent);
}
.ve-ui-mwInternalLinkContextItem-withImage > .oo-ui-iconElement.oo-ui-iconElement-icon {
background-color: color-mix(in srgb, var(--wiki-content-text-mix-color-95) 90%, var(--wiki-content-dynamic-color));
border-color: color-mix(in srgb, var(--wiki-content-text-mix-color-95) 90%, var(--wiki-content-dynamic-color));
filter: unset;
}
.mw-widget-titleWidget-menu-withImages .mw-widget-titleOptionWidget.oo-ui-iconElement > .oo-ui-iconElement-icon.mw-widget-titleOptionWidget-hasImage {
filter: unset;
}
.mw-widget-titleWidget-menu-withImages .mw-widget-titleOptionWidget.oo-ui-iconElement > .oo-ui-iconElement-icon:not(.mw-widget-titleOptionWidget-hasImage) {
background-color: color-mix(in srgb, var(--wiki-content-text-mix-color-95) 90%, var(--wiki-content-dynamic-color));
filter: unset;
}
.ve-ui-desktopContext .ve-ui-linkContextItem .ve-ui-linkContextItem-label .ve-ui-linkContextItem-label-preview {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-toolbarDialog {
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color) 5%, transparent);
}
.ve-ce-languageAnnotation {
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color) 20%, transparent);
border-color: var(--wiki-content-link-color);
}
.mw-widget-mediaResultWidget-overlay {
box-shadow: inset 0 0 0 1px var(--wiki-content-border-color);
}
.mw-widget-mediaResultWidget .mw-widget-mediaResultWidget-nameLabel {
color: #fff;
}
.oo-ui-processDialog-actions-safe .oo-ui-widget-enabled.oo-ui-iconElement:not(.oo-ui-labelElement) > .oo-ui-buttonElement-button {
background-color: transparent;
border-right-color: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
}
.oo-ui-selectFileWidget-dropTarget {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
}
.oo-ui-selectFileWidget.oo-ui-widget-enabled.oo-ui-selectFileWidget-dropTarget {
background-color: var(--wiki-content-background-color);
}
.oo-ui-selectFileWidget.oo-ui-widget-enabled.oo-ui-selectFileWidget-dropTarget:hover {
border-color: var(--wiki-content-text-mix-color);
}
.oo-ui-selectFileWidget.oo-ui-widget-enabled.oo-ui-selectFileWidget-canDrop.oo-ui-selectFileWidget-dropTarget,
.oo-ui-selectFileWidget.oo-ui-widget-enabled.oo-ui-selectFileWidget-canDrop .oo-ui-selectFileInputWidget-info > .oo-ui-inputWidget-input {
background-color: color-mix(in srgb, var(--wiki-accent-color) 10%, transparent);
color: var(--wiki-accent-color);
}
.oo-ui-selectFileWidget.oo-ui-widget-disabled.oo-ui-selectFileWidget-dropTarget,
.oo-ui-selectFileWidget.oo-ui-selectFileInputWidget-empty.oo-ui-widget-disabled.oo-ui-selectFileWidget-dropTarget {
background-color: var(--wiki-content-text-mix-color-95);
border-color: var(--wiki-content-dynamic-color--secondary);
}
.mw-upload-bookletLayout-filePreview {
background-color: var(--wiki-content-background-color--secondary);
}
.ve-ui-mwMediaDialog-panel-imageinfo-details {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-textInputWidget.oo-ui-widget-disabled .oo-ui-inputWidget-input {
-webkit-text-fill-color: color-mix(in srgb, var(--wiki-content-text-color) 50%, transparent);
}
.oo-ui-optionWidget.oo-ui-widget-disabled {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-mwLanguagesPage-languages-table th,
.ve-ui-mwLanguagesPage-languages-table td {
border-bottom-color: var(--wiki-content-border-color);
}
.ve-ui-mwLanguagesPage-languages-table tr:nth-child(even) td {
background: var(--wiki-content-background-color);
}
.ve-ui-mwLanguagesPage-languages-table tr:nth-child(odd) td {
background: color-mix(in srgb, var(--wiki-content-dynamic-color--secondary) 5%, transparent);
}
.ve-ui-targetWidget {
border-color: var(--wiki-content-border-color);
}
.ve-ui-targetWidget:not(.oo-ui-pendingElement-pending) {
background: var(--wiki-content-background-color);
}
.ve-ui-targetWidget-focused {
border-color: var(--wiki-accent-color);
box-shadow: inset 0 0 0 1px var(--wiki-accent-color);
}
.ve-ui-mwTransclusionOutlineTemplateWidget-sticky {
background-color: var(--wiki-content-background-color);
}
.ve-ui-mwTransclusionOutlineTemplateWidget .ve-ui-mwTransclusionOutlineParameterWidget.oo-ui-optionWidget-highlighted {
color: var(--wiki-content-dynamic-color);
}
.ve-ui-mwTransclusionOutlineTemplateWidget .ve-ui-mwTransclusionOutlineParameterWidget.ve-ui-mwTransclusionOutlineParameterWidget-activePage,
.ve-ui-mwTransclusionOutlineTemplateWidget .ve-ui-mwTransclusionOutlineParameterWidget.ve-ui-mwTransclusionOutlineParameterWidget-activePage:hover,
.ve-ui-mwTransclusionOutlineTemplateWidget .ve-ui-mwTransclusionOutlineParameterWidget.ve-ui-mwTransclusionOutlineParameterWidget-activePage.oo-ui-optionWidget-highlighted {
color: var(--wiki-accent-color);
}
.ve-ui-mwTransclusionOutlineTemplateWidget-no-template-parameters {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-mwTemplatePage-description {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-mwParameterPage-doc-required,
.ve-ui-mwParameterPage-doc-deprecated,
.ve-ui-mwParameterPage-inlineDescription .ve-ui-mwParameterPage-doc-example {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-expandableContent-fade {
background: linear-gradient(to right, transparent 0, var(--wiki-content-background-color) 90%);
}
.ve-ui-expandableContent-toggle {
background-color: var(--wiki-content-background-color);
}
.ve-ui-mwParameterPage-undocumentedLabel {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-fieldLayout-disabled > .oo-ui-fieldLayout-body > .oo-ui-fieldLayout-header > .oo-ui-labelElement-label {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-mwLatexDialog-content .oo-ui-bookletLayout-stackLayout h3 {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-mwLatexPage-symbol {
border-color: var(--wiki-content-border-color);
}
.ve-ui-mwGalleryDialog-highlighted-image {
background-color: var(--wiki-content-background-color--secondary);
}
.ve-ui-mwHelpListToolGroup-tools-footer {
border-color: var(--wiki-content-border-color);
}
.ve-ui-mwHelpListToolGroup-version-link,
.ve-ui-mwHelpListToolGroup-version-date,
.ve-ui-mwHelpPopupTool-version-label,
.ve-ui-mwHelpPopupTool-version-link,
.ve-ui-mwHelpPopupTool-version-date {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-mwSaveDialog-summary {
background-color: var(--wiki-content-background-color);
}
.ve-ui-mwSaveDialog-options {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.ve-ui-mwSaveDialog-license {
color: var(--wiki-content-text-mix-color);
}
.oo-ui-processDialog .oo-ui-actionWidget:not(.oo-ui-flaggedElement-progressive):not(.oo-ui-flaggedElement-destructive) > .oo-ui-buttonElement-button:hover,
.oo-ui-processDialog .oo-ui-actionWidget:not(.oo-ui-flaggedElement-progressive):not(.oo-ui-flaggedElement-destructive) > .oo-ui-buttonElement-button:active {
border-right-color: var(--wiki-accent-color);
border-left-color: var(--wiki-accent-color);
}
.ve-ui-debugBar {
border-color: var(--wiki-content-border-color);
}
.ve-ui-debugBar-commands-divider {
border-color: var(--wiki-content-border-color);
}
.ve-ui-debugBar-dump > table {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.ve-ui-debugBar-dump td {
background-color: var(--wiki-content-background-color);
}
.ve-ui-debugBar-dump th {
color: color-mix(in srgb, var(--wiki-content-text-color) 80%, transparent);
text-shadow: 0 1px 1px var(--wiki-content-dynamic-color--inverted);
}
.ve-ui-debugBar-dump ol {
color: color-mix(in srgb, var(--wiki-content-text-color) 60%, transparent);
}
.ve-ui-debugBar-dump li .ve-ui-debugBar-dump-element,
.ve-ui-debugBar-dump li .ve-ui-debugBar-dump-char,
.ve-ui-debugBar-dump li .ve-ui-debugBar-dump-achar {
background-color: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-dynamic-color);
text-shadow: 0 1px 1px var(--wiki-content-dynamic-color--inverted);
}
.ve-ui-debugBar-dump li .ve-ui-debugBar-dump-element {
background-color: color-mix(in srgb, var(--wiki-accent-color) 20%, transparent);
}
.ve-ui-debugBar-dump li .ve-ui-debugBar-dump-char {
background-color: color-mix(in srgb, var(--wiki-success-color) 20%, transparent);
}
.ve-ui-debugBar-dump li .ve-ui-debugBar-dump-achar {
background-color: color-mix(in srgb, var(--wiki-warning-color) 20%, transparent);
}
.ve-ui-debugBar-dump li .ve-ui-debugBar-dump-note {
color: var(--wiki-content-text-mix-color);
}
.ve-ui-debugBar-filibuster {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.ve-ui-debugBar-transactions > ol > li {
border-color: var(--wiki-content-border-color);
}
/*******************
* End VisualEditor *
********************/
/**************************
* Theme-based AbuseFilter *
***************************/
table.mw-abuselog-details {
background: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
}
table.mw-abuselog-details th,
table.mw-abuselog-details td,
div.mw-abusefilter-editor {
border-color: var(--wiki-content-border-color);
}
table.mw-abuselog-details th {
background: var(--wiki-content-background-color--secondary);
}
body td.mw-abusefilter-history-changed {
background-color: color-mix(in srgb, var(--wiki-alert-color) 20%, transparent);
}
/******************
* End AbuseFilter *
*******************/
/************************************
* Theme-based Special:MultiPageEdit *
*************************************/
:root {
--jexcel-border-color: var(--wiki-content-border-color); /* this is defined by the extension but does not seem to be used anywhere. We override it just in case *shrug* */
}
.jexcel,
.jexcel_container.fullscreen .jexcel_content {
background-color: var(--wiki-content-background-color);
border-bottom-color: var(--wiki-content-border-color);
border-right-color: var(--wiki-content-border-color);
}
table.jexcel > tbody > tr > td:first-child,
table.jexcel > thead,
table.jexcel > thead > tr > td,
table.jexcel > tbody > tr.selected > td:first-child,
table.jexcel > thead > tr > td.selected {
background-color: var(--wiki-content-background-color--secondary);
}
table.jexcel > tbody > tr.selected > td:first-child,
table.jexcel > thead > tr > td.selected {
background-color: color-mix(in srgb, var(--wiki-accent-color) 10%, transparent);
}
table.jexcel > thead > tr > td {
border-bottom-color: var(--wiki-content-border-color);
}
.jexcel > thead > tr > td.arrow-up,
.jexcel > thead > tr > td.arrow-down {
background: none;
}
.jexcel > thead > tr > td.arrow-up::after,
.jexcel > thead > tr > td.arrow-down::after {
display: inline-block;
position: absolute;
right: 0;
top: 0;
background-repeat: no-repeat;
background-position: center right 5px;
width: 22px;
height: 100%;
content: '';
filter: brightness(50%) var(--wiki-icon-general-filter);
}
.jexcel > thead > tr > td.arrow-up::after {
background-image: url("data:image/svg+xml,%0A%3Csvg xmlns='http://www.w3.org/2000/svg' width='24' height='24' viewBox='0 0 24 24'%3E%3Cpath fill='none' d='M0 0h24v24H0V0z'/%3E%3Cpath d='M7 14l5-5 5 5H7z' fill='gray'/%3E%3C/svg%3E");
}
.jexcel > thead > tr > td.arrow-down::after {
background-image: url("data:image/svg+xml,%0A%3Csvg xmlns='http://www.w3.org/2000/svg' width='24' height='24' viewBox='0 0 24 24'%3E%3Cpath fill='none' d='M0 0h24v24H0V0z'/%3E%3Cpath d='M7 10l5 5 5-5H7z' fill='gray'/%3E%3C/svg%3E");
}
.jexcel > thead > tr:nth-child(2) > td {
z-index: 1; /* prevents overlapping the headings after scrolling on tall tables */
}
.jexcel > tbody > tr > td {
border-top-color: var(--wiki-content-text-mix-color-95);
border-bottom-color: var(--wiki-content-text-mix-color-95);
}
.jexcel > tbody > tr > td.readonly {
color: var(--wiki-content-text-mix-color);
}
.jexcel_content {
scrollbar-color: var(--wiki-content-text-mix-color) transparent;
/* we need this important to override inline styling */
box-shadow: var(--wiki-content-dynamic-color--secondary--inverted) 2px 2px 5px 0.1px !important;
}
.jexcel .highlight {
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color) 5%, transparent);
}
.jexcel .highlight-top {
border-top-color: var(--wiki-content-text-mix-color);
box-shadow: 0px -1px var(--wiki-content-dynamic-color--secondary--inverted);
}
.jexcel .highlight-left {
border-left-color: var(--wiki-content-text-mix-color);
box-shadow: -1px 0px var(--wiki-content-dynamic-color--secondary--inverted);
}
.jexcel .highlight-top.highlight-left {
box-shadow: -1px -1px var(--wiki-content-dynamic-color--secondary--inverted);
}
.jexcel .highlight-right {
border-right-color: var(--wiki-content-text-mix-color);
}
.jexcel .highlight-bottom {
border-bottom-color: var(--wiki-content-text-mix-color);
}
.jexcel .jexcel_column_filter {
background: none;
}
.jexcel .jexcel_column_filter::after {
display: inline-block;
position: absolute;
right: 0;
top: 0;
background-repeat: no-repeat;
background-position: top 50% right 5px;
background-image: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 24 24' fill='gray' width='18px' height='18px'%3E%3Cpath d='M10 18h4v-2h-4v2zM3 6v2h18V6H3zm3 7h12v-2H6v2z'/%3E%3Cpath d='M0 0h24v24H0z' fill='none'/%3E%3C/svg%3E");
width: 20px;
height: 100%;
content: '';
filter: brightness(50%) var(--wiki-icon-general-filter);
}
.jexcel_pagination > div > div {
background-color: var(--wiki-accent-color);
/* we need this important to override a built-in one */
color: var(--wiki-accent-label-color) !important;
}
.jexcel_page_selected {
background: linear-gradient(to bottom, var(--wiki-accent-color) 0%, var(--wiki-accent-color--hover) 100%);
/* we need this important to override a built-in one */
border: 1px solid var(--wiki-content-border-color) !important;
}
/****************************
* End Special:MultiPageEdit *
*****************************/
/***********************
* Theme-based msupload *
************************/
#msupload-div,
#msupload-list .file {
background-color: var(--wiki-content-background-color);
border-color: var(--wiki-content-border-color);
}
#msupload-select {
filter: brightness(0) var(--wiki-icon-to-link-filter);
}
#msupload-dropzone {
border-color: var(--wiki-content-border-color);
color: var(--wiki-content-text-color);
}
.drop-over {
background-color: var(--wiki-accent-color);
color: var(--wiki-accent-label-color) !important;
}
#msupload-bottom {
border-color: var(--wiki-content-border-color);
}
#msupload-bottom #msupload-files {
padding-left: 0;
background: none;
}
#msupload-bottom #msupload-files::before {
display: inline-block;
background: url(/extensions/MsUpload/resources/images/msu-upload-icon.png?bdd61) no-repeat 0 0;
background-position: left center;
height: 22px;
width: 25px;
content: '';
vertical-align: top;
filter: var(--wiki-icon-general-filter);
}
#msupload-list .file .file-size {
color: var(--wiki-content-text-mix-color);
}
#msupload-div a {
color: var(--wiki-content-link-color);
}
#msupload-list .file .file-name:hover {
background-color: var(--wiki-content-dynamic-color--inverted);
}
#msupload-list .file .file-name-input {
background: var(--wiki-content-dynamic-color--inverted);
}
#msupload-list .file .file-warning {
color: var(--wiki-warning-color);
}
/***************************
* End theme-based msupload *
****************************/
/*****************************
* Theme-based commentstreams *
******************************/
.cs-title-edit-field {
border-color: var(--wiki-accent-color);
}
.cs-title-edit-field::placeholder,
.view-dark .cs-body-edit-field::placeholder {
color: var(--wiki-content-text-mix-color);
}
.cs-edit-box,
.cs-expanded .cs-comment-header {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.cs-target-comment .cs-comment-header {
border-color: var(--wiki-accent-color);
}
.cs-comment-author a {
color: var(--wiki-content-link-color);
}
.cs-comment-details {
color: color-mix(in srgb, var(--wiki-content-text-color) 95%, transparent);
}
.cs-comment-author-anonymous {
color: color-mix(in srgb, var(--wiki-content-text-color) 95%, transparent);
}
.cs-comment {
border: 1px solid var(--wiki-content-border-color);
}
.cs-comment-body {
padding: 0 5px;
}
/*********************************
* End theme-based commentstreams *
**********************************/
/************************
* Theme-based checkuser *
*************************/
.mw-datatable.ext-checkuser-investigate-table tr:hover td {
background-color: var(--wiki-content-background-color);
}
.mw-datatable.ext-checkuser-investigate-table th {
background-color: var(--wiki-content-background-color--secondary);
}
.ext-checkuser-investigate-table.mw-datatable.ext-checkuser-investigate-table-pinned .ext-checkuser-investigate-table-row-pinned td,
.ext-checkuser-investigate-table.mw-datatable.ext-checkuser-investigate-table-pinned .ext-checkuser-investigate-table-row-pinned-data-match td,
.ext-checkuser-investigate-table.mw-datatable:not(.ext-checkuser-investigate-table-pinned) .ext-checkuser-investigate-table-row-hover-data-match td,
.ext-checkuser-investigate-table.mw-datatable:not(.ext-checkuser-investigate-table-pinned) tr:hover td {
background-color: color-mix(in srgb, var(--wiki-warning-color) 10%, transparent);
}
.ext-checkuser-investigate-table.mw-datatable.ext-checkuser-investigate-table-pinned .ext-checkuser-investigate-table-row-pinned td.ext-checkuser-investigate-table-cell-pinned,
.ext-checkuser-investigate-table.mw-datatable.ext-checkuser-investigate-table-pinned .ext-checkuser-investigate-table-row-pinned-data-match td.ext-checkuser-investigate-table-cell-pinned,
.ext-checkuser-investigate-table.mw-datatable.ext-checkuser-investigate-table-pinned .ext-checkuser-investigate-table-row-pinned td.ext-checkuser-investigate-table-cell-pinned-data-match,
.ext-checkuser-investigate-table.mw-datatable.ext-checkuser-investigate-table-pinned .ext-checkuser-investigate-table-row-pinned-data-match td.ext-checkuser-investigate-table-cell-pinned-data-match,
.ext-checkuser-investigate-table.mw-datatable:not(.ext-checkuser-investigate-table-pinned) tr td.ext-checkuser-investigate-table-cell-hover-data-match,
.ext-checkuser-investigate-table.mw-datatable:not(.ext-checkuser-investigate-table-pinned) tr td:hover.ext-checkuser-investigate-table-cell-pinnable {
background-color: color-mix(in srgb, var(--wiki-warning-color) 40%, transparent);
}
.ext-checkuser-investigate-copy-message.oo-ui-messageWidget.oo-ui-messageWidget-block.oo-ui-flaggedElement-notice {
background-color: var(--wiki-content-background-color--secondary);
border-color: var(--wiki-content-border-color);
}
.mw-special-Investigate .ext-checkuser-investigate-subtitle-fieldset {
background-color: var(--wiki-content-background-color--secondary);
}
/****************
* End checkuser *
*****************/
/***************************
* Theme-based SearchDigest *
****************************/
.searchdigest-stats-table {
border-color: var(--wiki-content-border-color);
border-collapse: collapse;
}
.searchdigest-stats-table thead th,
.searchdigest-stats-table tr:not(:last-child) th,
.searchdigest-stats-table tr:not(:last-child) td {
border-bottom-color: var(--wiki-content-border-color);
}
.searchdigest-stats-table thead th:last-child,
.searchdigest-stats-table td {
border-left-color: var(--wiki-content-border-color);
}
.searchdigest-stats-table thead tr {
background: var(--wiki-content-background-color--secondary);
}
/*******************
* End SearchDigest *
********************/
/****************************
* Extension:RelatedArticles *
*****************************/
.client-js .read-more-container {
min-height: unset;
}
@media (min-width: 1000px) {
.client-js .read-more-container {
min-height: calc(
80px/*card height*/
+ 10px/*card margin*/
+ 1em/*container padding*/
+ 0.3em/*card-list margin*/
+ 0.8em/*h2 font-size*/
+ 1em/*h2 padding*/
+ 0.6em/*h2 margin*/
+ 1px /*container border*/
);
}
}
.ext-related-articles-card-list .ext-related-articles-card {
background-color: var(--wiki-content-background-color);
}
.ext-related-articles-card-list .ext-related-articles-card,
.ext-related-articles-card-list .ext-related-articles-card + .ext-related-articles-card { /* your guess is as good as mine for why they did this */
border-color: color-mix(in srgb, var(--wiki-content-border-color) 20%, transparent);
}
.ext-related-articles-card-list .ext-related-articles-card-thumb {
background-color: var(--wiki-content-background-color--secondary);
}
.ra-read-more h2 {
color: var(--wiki-body-dynamic-color--secondary);
}
.ext-related-articles-card-list h3 a {
color: var(--wiki-content-heading-color);
}
.ext-related-articles-card-list h3::after {
background-image: linear-gradient(to right, transparent, var(--wiki-content-background-color) 50%);
}
.ext-related-articles-card-list .ext-related-articles-card-extract {
color: color-mix(in srgb, var(--wiki-content-text-color) 50%, transparent);
}
/* removed background image and use a mask image instead */
.ext-related-articles-card-list .ext-related-articles-card-thumb-placeholder {
position: relative;
background-image: none;
}
.ext-related-articles-card-list .ext-related-articles-card-thumb-placeholder::after {
position: absolute;
width: 100%;
height: 100%;
top: 0;
left: 0;
content: '';
--mask-image: url("/extensions/RelatedArticles/resources/ext.relatedArticles.readMore/article.svg?3c572");
--mask-size: 40px;
--mask-repeat: no-repeat;
--mask-position: center;
-webkit-mask: var(--mask-image);
mask: var(--mask-image);
-webkit-mask-size: var(--mask-size);
mask-size: var(--mask-size);
-webkit-mask-repeat: var(--mask-repeat);
mask-repeat: var(--mask-repeat);
-webkit-mask-position: var(--mask-position);
mask-position: var(--mask-position);
background-color: color-mix(in srgb, var(--wiki-content-text-color) 75%, transparent);
}
/**/
/* this simulates mw-footer having a top border */
.read-more-container {
border-bottom: var(--wiki-content-border-width, 1px) solid var(--wiki-content-border-color);
}
@media screen and (min-width: 720px) {
.read-more-container {
margin-right: 1em;
}
}
/********************************
* End Extension:RelatedArticles *
*********************************/
/*******************
* Extension:Popups *
********************/
.mwe-popups {
box-shadow: 0 30px 90px -20px rgba(0, 0, 0, 0.3), 0 0 1px 1px color-mix(in srgb, var(--wiki-content-border-color) 5%, transparent);
}
.mwe-popups,
.mwe-popups .mwe-popups-container {
background-color: var(--wiki-content-background-color);
color: var(--wiki-content-text-color);
}
.mwe-popups .mwe-popups-extract {
color: var(--wiki-content-text-color);
}
.mwe-popups .mwe-popups-extract[dir="ltr"]::after {
background-image: linear-gradient(to right, transparent, var(--wiki-content-background-color) 50%);
}
.mwe-popups.flipped-y::before,
.mwe-popups.flipped-x-y::before,
.mwe-popups.mwe-popups-image-pointer::before,
.mwe-popups.mwe-popups-image-pointer.flipped-x::before,
.mwe-popups.mwe-popups-no-image-pointer::before,
.mwe-popups.flipped-x.mwe-popups-is-tall::before,
.mwe-popups.flipped-x-y.mwe-popups-is-tall::before {
border-color: var(--wiki-content-border-color);
}
.mwe-popups.flipped-y::after,
.mwe-popups.flipped-x-y::after,
.mwe-popups.mwe-popups-image-pointer::after,
.mwe-popups.mwe-popups-image-pointer.flipped-x::after,
.mwe-popups.mwe-popups-no-image-pointer::after,
.mwe-popups.flipped-x-y.mwe-popups-is-tall::after {
border-color: var(--wiki-content-background-color);
}
.popups-icon {
position: relative;
background-position: center;
background-repeat: no-repeat;
background-size: calc(max(1.4285714em, 20px));
min-width: 20px;
min-height: 20px;
width: 1.4285714em;
height: 1.4285714em;
display: inline-block;
vertical-align: text-bottom;
}
.popups-icon--preview-generic,
.popups-icon--settings,
.popups-icon--infoFilled,
.popups-icon--infoFilled:lang(ar),
.popups-icon--close,
.popups-icon--reference-generic,
.popups-icon--reference-book,
.popups-icon--preview-disambiguation {
background-image: none;
}
.popups-icon::after {
position: absolute;
width: 100%;
height: 100%;
top: 0;
left: 0;
content: '';
-webkit-mask-image: var(--mask-image, none);
mask-image: var(--mask-image, none);
-webkit-mask-repeat: var(--mask-repeat, no-repeat);
mask-repeat: var(--mask-repeat, no-repeat);
-webkit-mask-size: var(--mask-size, calc(max(1.4285714em, 20px)));
mask-size: var(--mask-size, calc(max(1.4285714em, 20px)));
-webkit-mask-position: var(--mask-position, center);
mask-position: var(--mask-position, center);
background-color: var(--mask-color, currentColor);
background-color: var(--mask-color, currentColor);
}
.popups-icon--preview-generic::after {
--mask-image: url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E %3Ctitle%3E sad face %3C/title%3E %3Cpath d=%22M2 0a2 2 0 0 0-2 2v18l4-4h14a2 2 0 0 0 2-2V2a2 2 0 0 0-2-2H2zm4 4c1.336 0 2.007 1.617 1.06 2.56-.943.947-2.56.276-2.56-1.06A1.5 1.5 0 0 1 6 4zm8 0c1.336 0 2.007 1.617 1.06 2.56-.943.947-2.56.276-2.56-1.06A1.5 1.5 0 0 1 14 4zm-4 5c2.61 0 4.83.67 5.65 3H4.35C5.17 9.67 7.39 9 10 9z%22/%3E %3C/svg%3E");
}
.popups-icon--settings::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><g transform=\"translate(10 10)\"><path id=\"cdx-icon-settings-a\" d=\"M1.5-10h-3l-1 6.5h5m0 7h-5l1 6.5h3\"/><use xlink:href=\"%23cdx-icon-settings-a\" transform=\"rotate(45)\"/><use xlink:href=\"%23cdx-icon-settings-a\" transform=\"rotate(90)\"/><use xlink:href=\"%23cdx-icon-settings-a\" transform=\"rotate(135)\"/></g><path d=\"M10 2.5a7.5 7.5 0 000 15 7.5 7.5 0 000-15v4a3.5 3.5 0 010 7 3.5 3.5 0 010-7\"/></svg>");
}
.popups-icon--infoFilled::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"M10 0C4.477 0 0 4.477 0 10s4.477 10 10 10 10-4.477 10-10S15.523 0 10 0zM9 5h2v2H9zm0 4h2v6H9z\"/></svg>");
}
.popups-icon--infoFilled:lang(ar)::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"M8 19a1 1 0 001 1h2a1 1 0 001-1v-1H8zm9-12a7 7 0 10-12 4.9S7 14 7 15v1a1 1 0 001 1h4a1 1 0 001-1v-1c0-1 2-3.1 2-3.1A7 7 0 0017 7z\"/></svg>");
}
.popups-icon--close::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"m4.34 2.93 12.73 12.73-1.41 1.41L2.93 4.35z\"/><path d=\"M17.07 4.34 4.34 17.07l-1.41-1.41L15.66 2.93z\"/></svg>");
}
.popups-icon--reference-generic::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"m15 10-2.78-2.78L9.44 10V1H5a2 2 0 00-2 2v14a2 2 0 002 2h10a2 2 0 002-2V3a2 2 0 00-2-2z\"/></svg>");
}
.popups-icon--reference-book::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"M15 2a7.65 7.65 0 00-5 2 7.65 7.65 0 00-5-2H1v15h4a7.65 7.65 0 015 2 7.65 7.65 0 015-2h4V2zm2.5 13.5H14a4.38 4.38 0 00-3 1V5s1-1.5 4-1.5h2.5z\"/><path d=\"M9 3.5h2v1H9z\"/></svg>");
}
.popups-icon--reference-journal::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"M2 18.5A1.5 1.5 0 003.5 20H5V0H3.5A1.5 1.5 0 002 1.5zM6 0v20h10a2 2 0 002-2V2a2 2 0 00-2-2zm7 8H8V7h5zm3-2H8V5h8z\"/></svg>");
}
.popups-icon--reference-news::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"M5 2a2 2 0 00-2 2v12a1 1 0 01-1-1V5h-.5A1.5 1.5 0 000 6.5v10A1.5 1.5 0 001.5 18H18a2 2 0 002-2V4a2 2 0 00-2-2zm1 2h11v4H6zm0 6h6v1H6zm0 2h6v1H6zm0 2h6v1H6zm7-4h4v5h-4z\"/></svg>");
}
.popups-icon--reference-web::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"M2 2a2 2 0 00-2 2v12a2 2 0 002 2h16a2 2 0 002-2V4a2 2 0 00-2-2zm2 1.5A1.5 1.5 0 112.5 5 1.5 1.5 0 014 3.5zM18 16H2V8h16z\"/></svg>");
}
.popups-icon--preview-disambiguation::after {
--mask-image: url("data:image/svg+xml;utf8,<svg xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" width=\"20\" height=\"20\" viewBox=\"0 0 20 20\" fill=\"%23202122\"><path d=\"M7 0a2 2 0 00-2 2h9a2 2 0 012 2v12a2 2 0 002-2V2a2 2 0 00-2-2z\"/><path d=\"M13 20a2 2 0 002-2V5a2 2 0 00-2-2H4a2 2 0 00-2 2v13a2 2 0 002 2zM9 5h4v5H9zM4 5h4v1H4zm0 2h4v1H4zm0 2h4v1H4zm0 2h9v1H4zm0 2h9v1H4zm0 2h9v1H4z\"/></svg>");
}
/***********************
* End Extension:Popups *
************************/
/*********************
* Mobile adjustments *
**********************/
/* Responsive Special:UserRights */
#mw-userrights-table-outer input#wpReason {
width: 100%;
max-width: 33.5em;
}
@media screen and (max-width: 720px) {
:root {
--wiki-is-top-logo: 1;
--wiki-left-spacing: 0px;
--wiki-right-spacing: 0px;
--wiki-navigation-left-spacing: 3px;
--wiki-navigation-right-spacing: 3px;
--wiki-content-border-radius: 0px;
--wiki-content-border-top-radius: 0px;
--wiki-footer-border-radius: 0px;
--wiki-content-padding: 0.5rem;
--wiki-navigation-height: 2rem;
--wiki-navigation-right-margin: 1px;
--wiki-navigation-left-margin: 0px;
--wiki-navigation-top-padding: 5px;
--wiki-navigation-bottom-padding: 0px;
--wiki-navigation-tab-height: 2rem;
--wiki-navigation-search-height: 2.15rem;
--wiki-navigation-search-margin: 0.5rem;
--wiki-navigation-right-spacing: var(--wiki-navigation-left-spacing, 0px);
--wiki-navigation-selected-bottom-background-color: color-mix(in srgb, var(--wiki-navigation-selected-background-color) var(--wiki-navigation-selected-background-opacity), transparent);
--wiki-logo-height: 80px;
--wiki-logo-width: 100%;
--wiki-logo-margin: 10px;
--wiki-navigation-tab-full-height: calc(var(--wiki-navigation-tab-height) + max(var(--wiki-navigation-selected-border-width), var(--wiki-navigation-border-width)) + var(--wiki-content-border-width, 1px));
--wiki-head-icon-padding: 0.25rem;
--wiki-head-icon-size: calc(var(--wiki-navigation-tab-height) - var(--wiki-head-icon-padding) * 2);
--wiki-menu-margin: 0.2rem;
--wiki-menu-top-offset: calc(var(--wiki-navigation-height, 3em) + var(--wikigg-header-height) + var(--wiki-navigation-bottom-padding) + var(--wiki-navigation-search-margin));
--wiki-sidebar-portal-spacing: 0px;
--wiki-top-spacing: var(--wiki-logo-margin);
}
.mw-head-base {
width: auto;
margin-left: auto;
margin-right: auto;
}
#p-logo {
max-width: 100vw;
top: calc(var(--wikigg-header-height) + var(--wiki-top-spacing, var(--wiki-logo-margin, 15px)));
left: calc(max(0px, (100% - var(--wiki-logo-file-width) / var(--wiki-logo-file-height) * var(--wiki-logo-height)) / 2));
}
.mw-wiki-logo {
background-size: contain;
}
#mw-head {
position: absolute;
left: 0;
width: 100%;
margin: unset;
top: calc(var(--wiki-logo-height) + var(--wiki-logo-margin, 15px) + var(--wikigg-header-height) + var(--wiki-top-spacing, var(--wiki-logo-margin, 15px)));
z-index: 4; /** above #mw-panel **/
border-radius: 0;
}
#left-navigation::before { /* for left spacing */
border-bottom-width: var(--wiki-content-border-width, 1px);
}
#right-navigation::after {
display: block; /* for right spacing */
}
div#right-navigation div#p-search {
margin-right: 0;
}
#p-cactions {
margin-right: 0px;
}
#p-cactions::after {
width: 0;
}
#p-search {
position: absolute;
left: 50%;
transform: translateX(-50%);
top: calc(var(--wiki-navigation-height, 3em) + var(--wiki-content-border-width, 1px));
margin-left: 0px;
padding-right: 0;
}
#mw-head::before, #mw-head::after,
#p-search::before, #p-search::after {
display: none;
}
#simpleSearch {
width: calc(100vw - var(--wiki-navigation-right-margin) - var(--wiki-navigation-left-margin));
}
.vector-search-box-input {
height: var(--wiki-navigation-search-height);
}
.vector-search-box form {
margin: var(--wiki-navigation-search-margin) 0px;
}
#mw-head,
.mw-body, .parsoid-body,
.mw-body::after, .parsoid-body::after,
.mw-footer {
border-left-width: 0;
border-right-width: 0;
border-radius: 0;
}
.mw-body, .parsoid-body {
margin-top: 0;
padding-top: calc(var(--wiki-content-padding) + var(--wiki-navigation-search-height) + var(--wiki-navigation-bottom-padding) + (var(--wiki-navigation-search-margin) * 2));
}
#mw-data-after-content {
margin-left: 0;
}
#mw-panel {
position: unset;
width: 100%;
margin: 0px auto;
padding: 0;
top: 0;
background-position: bottom right, top center;
background-size: 100% 0.5em, 100% 100%;
float: unset;
}
/* border-radius fix */
#mw-panel #p-ext-discordwidget + .vector-menu-portal {
border-radius: calc(min(var(--wiki-sidebar-border-radius), var(--wiki-sidebar-portal-spacing) * 999));
}
.vector-menu-dropdown .vector-menu-content {
right: 0;
left: unset;
}
#mw-panel .vector-menu-portal {
box-sizing: border-box;
border-left-width: 0;
border-right-width: 0;
background-color: var(--wiki-sidebar-background-color);
}
.vector-menu-portal .vector-menu-content {
margin-top: 0;
margin-bottom: 0;
display: block !important; /* show all menus on mobile even if they are collapsed by collapsibleSidebarSections gadget */
}
table.wikitable,
table.responsive-table {
display: block;
overflow-x: auto;
border: 0;
}
.mw-installed-software {
word-break: unset;
}
.gallerybox,
.gallerybox > div,
.gallerybox .thumb {
max-width: 100%;
}
/* disable float on RecentChanges legend */
.mw-changeslist-legend {
float: none;
margin: 0 auto;
}
/* advanced search options */
#mw-searchoptions table {
float: none;
}
#mw-searchoptions table td {
display: block;
}
/* popup when clicking the download button in multimediaviewer */
.mw-mmv-dialog {
width: unset;
}
/* turn math elements into scroll blocks unless they're an immediate child of a span */
:not(span) > math.mwe-math-element {
overflow: auto hidden;
max-width: 100%;
}
/* Expandable mobile navigation panel */
body.has-vector-mobile-menu #mw-panel {
position: absolute;
top: calc(var(--wikigg-header-height) + var(--wiki-top-spacing, var(--wiki-logo-margin, 15px)) + var(--wiki-logo-height) + var(--wiki-logo-margin, 15px) + var(--wiki-content-border-width, 1px) * var(--wiki-is-navigation-inside-content, 0) + var(--wiki-navigation-height, 3em) + var(--wiki-content-border-width, 1px) + var(--wiki-navigation-search-margin));
z-index: 3;
}
body.has-vector-mobile-menu #mw-panel .mobile-nav-toggle {
position: relative;
cursor: pointer;
z-index: 5;
display: block;
appearance: none;
border: 1px solid var(--wiki-content-border-color);
margin-left: var(--wiki-navigation-search-margin);
margin-bottom: 2px;
background-color: var(--wiki-navigation-background-color);
}
#mw-panel #p-ext-discordwidget {
background-color: var(--wiki-sidebar-background-color);
padding: 0.5rem 0.25rem 0.25rem 0.5rem;
border: 1px solid var(--wiki-sidebar-border-color);
}
body.has-vector-mobile-menu #mw-panel .vector-menu-portal {
display: none;
}
body.has-vector-mobile-menu #mw-panel .mobile-nav-toggle.nav--expanded ~ .vector-menu-portal {
display: block;
}
body.has-vector-mobile-menu #mw-navigation #mw-panel .vector-menu-portal {
text-align: left;
font-size: 110%;
border-left-width: var(--wiki-sidebar-border-width, 1px);
border-right-width: var(--wiki-sidebar-border-width, 1px);
margin-inline: calc(var(--wiki-navigation-left-margin) + var(--wiki-menu-margin));
}
body.has-vector-mobile-menu #mw-navigation #mw-panel .vector-menu-portal + .vector-menu-portal {
border-top-width: 0;
}
body.has-vector-mobile-menu #mw-navigation #mw-panel .vector-menu-portal:not(:last-child) {
border-bottom-width: 0;
}
body.has-vector-mobile-menu #mw-panel .vector-menu-content-list {
display: flex;
flex-wrap: wrap;
}
body.has-vector-mobile-menu #mw-panel .vector-menu-content-list a {
display: block;
padding: 0.2rem 0.5rem;
border: 1px solid transparent;
}
body.has-vector-mobile-menu #mw-panel .vector-menu-content-list a:hover {
border-color: var(--wiki-content-link-color);
}
body.has-vector-mobile-menu #mw-panel a.feedlink {
padding-left: 16px;
}
body.has-vector-mobile-menu #mw-panel #p-navigation-label {
display: block;
}
body.has-vector-mobile-menu #p-logo {
/* Logo's a part of the sidebar panel, which uses relative positioning for the expandable button. Offset the logo appropriately. */
top: calc(-1 * (var(--wiki-logo-height) + var(--wiki-logo-margin, 15px) + var(--wiki-content-border-width, 1px) * var(--wiki-is-navigation-inside-content, 0) + var(--wiki-navigation-height, 3em) + var(--wiki-content-border-width, 1px) + var(--wiki-navigation-search-margin)));
}
.mobile-nav-toggle {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' encoding='UTF-8'%3F%3E%3Csvg xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Cpath d='M1 3v2h18V3zm0 8h18V9H1zm0 6h18v-2H1z'/%3E%3C/svg%3E%0A");
}
body.has-vector-mobile-menu #p-tb .mw-list-item > a {
display: inline-flex;
}
body.has-vector-mobile-menu #p-tb .vector-menu-content-list {
flex-direction: row;
}
/* Search adjustments for the expandable menu */
body.has-vector-mobile-menu #p-search {
/* reposition to the right when mobile sidebar menu is active */
left: calc(var(--wiki-navigation-search-margin) * 3 + var(--wiki-head-icon-size) + var(--wiki-head-icon-padding));
right: calc(var(--wiki-navigation-right-margin) + var(--wiki-navigation-search-margin));
transform: none;
}
body.has-vector-mobile-menu #simpleSearch {
width: 100%;
margin: 0 auto;
}
/* icon navbar tabs + expandable nav panel icon */
#mw-head {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' %3F%3E%3Csvg fill='none' height='24' stroke='%23000' stroke-linecap='round' stroke-linejoin='round' stroke-width='2' viewBox='0 0 24 24' width='24' xmlns='http://www.w3.org/2000/svg'%3E%3Cpath d='M0 0h24v24H0z' fill='none' stroke='none'/%3E%3Cpath d='M4 4l4 16l4 -14l4 14l4 -16'/%3E%3C/svg%3E");
}
#mw-head .vector-menu-tabs .mw-list-item a,
#mw-head .vector-menu-dropdown .vector-menu-heading,
#mw-panel .mobile-nav-toggle {
line-height: var(--wiki-head-icon-size);
width: var(--wiki-head-icon-size); /* same as line height */
height: var(--wiki-head-icon-size);
box-sizing: content-box;
padding: var(--wiki-head-icon-padding);
color: transparent; /**<< for watch/unwatch, the text of <a> will be plain 'watch'/'unwatch' without <span> after clicking. **/
}
#mw-head .vector-menu-tabs .mw-list-item a::before,
#mw-head .vector-menu-dropdown .vector-menu-heading::before,
#mw-panel .mobile-nav-toggle::before {
content: "";
display: block;
position: unset;
background-image: none;
width: var(--wiki-head-icon-size);
height: var(--wiki-head-icon-size);
margin: 0;
--mask: var(--icon) no-repeat;
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: 100% 100%;
mask-size: 100% 100%;
-webkit-mask-position: center center;
mask-position: center center;
background-color: var(--wiki-navigation-text-color);
}
#mw-head .vector-menu-tabs .mw-list-item a:hover::before,
#mw-head .vector-menu-dropdown .vector-menu-heading:hover::before,
#mw-panel .mobile-nav-toggle:hover::before,
#mw-panel .mobile-nav-toggle.nav--expanded::before {
background-color: var(--wiki-navigation-text-color--hover, var(--wiki-content-link-color--hover)); /* fallback for backwards compatibility */
}
#mw-head .vector-menu-tabs .mw-list-item.selected a::before {
background-color: var(--wiki-navigation-selected-text-color);
}
#mw-head .vector-menu-tabs .mw-list-item a span,
#mw-head .vector-menu-dropdown .vector-menu-heading span {
display: none;
}
#mw-head .vector-menu-dropdown .vector-menu-heading::after {
display: none;
}
#ca-ve-edit,
#ca-edit {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' encoding='UTF-8'%3F%3E%3Csvg xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Cpath d='m16.77 8 1.94-2a1 1 0 0 0 0-1.41l-3.34-3.3a1 1 0 0 0-1.41 0L12 3.23zM1 14.25V19h4.75l9.96-9.96-4.75-4.75z'/%3E%3C/svg%3E%0A");
}
#ca-ve-edit + #ca-edit {
--icon: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://www.w3.org/1999/xlink' width='20' height='20' viewBox='0 0 20 20' aria-hidden='true'%3E%3C!----%3E%3Cg%3E%3Cpath d='M1 3v14h3v-2H3V5h1V3zm4 0v14h4v-2H7V5h2V3zm11 0v2h1v10h-1v2h3V3zm-5 0v2h2v10h-2v2h4V3z'%3E%3C/path%3E%3C/g%3E%3C/svg%3E");
}
#ca-view,
#ca-view-foreign {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' encoding='UTF-8'%3F%3E%3Csvg xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Cpath d='M10 14.5a4.5 4.5 0 1 1 4.5-4.5 4.5 4.5 0 0 1-4.5 4.5M10 3C3 3 0 10 0 10s3 7 10 7 10-7 10-7-3-7-10-7'/%3E%3Ccircle cx='10' cy='10' r='2.5'/%3E%3C/svg%3E");
}
#left-navigation li[id^=ca-nstab-] {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' encoding='UTF-8'%3F%3E%3Csvg xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Ctitle%3E article %3C/title%3E%3Cpath d='M5 1a2 2 0 0 0-2 2v14a2 2 0 0 0 2 2h10a2 2 0 0 0 2-2V3a2 2 0 0 0-2-2zm0 3h5v1H5zm0 2h5v1H5zm0 2h5v1H5zm10 7H5v-1h10zm0-2H5v-1h10zm0-2H5v-1h10zm0-2h-4V4h4z'/%3E%3C/svg%3E%0A");
}
#ca-history {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' encoding='UTF-8'%3F%3E%3Csvg xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Cpath d='M9 6v5h.06l2.48 2.47 1.41-1.41L11 10.11V6z'/%3E%3Cpath d='M10 1a9 9 0 0 0-7.85 13.35L.5 16H6v-5.5l-2.38 2.38A7 7 0 1 1 10 17v2a9 9 0 0 0 0-18'/%3E%3C/svg%3E%0A");
}
#ca-talk {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' %3F%3E%3Csvg id='Outlined' viewBox='0 0 32 32' xmlns='http://www.w3.org/2000/svg'%3E%3Ctitle/%3E%3Cg id='Fill'%3E%3Cpath d='M26,12H24V6a3,3,0,0,0-3-3H6A3,3,0,0,0,3,6V24.41l5.12-5.12A1.05,1.05,0,0,1,8.83,19H12v3a3,3,0,0,0,3,3h8.17a1.05,1.05,0,0,1,.71.29L29,30.41V15A3,3,0,0,0,26,12ZM12,15v2H8.83a3,3,0,0,0-2.12.88L5,19.59V6A1,1,0,0,1,6,5H21a1,1,0,0,1,1,1v6H15A3,3,0,0,0,12,15ZM27,25.59l-1.71-1.71A3,3,0,0,0,23.17,23H15a1,1,0,0,1-1-1V15a1,1,0,0,1,1-1H26a1,1,0,0,1,1,1Z'/%3E%3C/g%3E%3C/svg%3E");
}
#t-contributions {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' %3F%3E%3Csvg enable-background='new 0 0 32 32' id='Stock_cut' version='1.1' viewBox='0 0 32 32' xml:space='preserve' xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://www.w3.org/1999/xlink'%3E%3Cdesc/%3E%3Cpath d='M27,12V5h-7v0 c0-2.209-1.791-4-4-4h0c-2.209,0-4,1.791-4,4v0H1v7h0c2.209,0,4,1.791,4,4v0c0,2.209-1.791,4-4,4h0v11h11v0c0-2.209,1.791-4,4-4h0 c2.209,0,4,1.791,4,4v0h7V20h0c2.209,0,4-1.791,4-4v0C31,13.791,29.209,12,27,12L27,12z' fill='none' stroke='%23000000' stroke-linejoin='round' stroke-miterlimit='10' stroke-width='2'/%3E%3C/svg%3E");
}
#ca-addsection {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' %3F%3E%3Csvg id='Outlined' viewBox='0 0 32 32' xmlns='http://www.w3.org/2000/svg'%3E%3Ctitle/%3E%3Cg id='Fill'%3E%3Cpolygon points='29 15 17 15 17 3 15 3 15 15 3 15 3 17 15 17 15 28 17 28 17 17 29 17 29 15'/%3E%3C/g%3E%3C/svg%3E");
}
#ca-viewsource {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' %3F%3E%3Csvg height='24' viewBox='0 0 24 24' width='24' xmlns='http://www.w3.org/2000/svg'%3E%3Cpath class='heroicon-ui' d='M20.59 12l-3.3-3.3a1 1 0 1 1 1.42-1.4l4 4a1 1 0 0 1 0 1.4l-4 4a1 1 0 0 1-1.42-1.4l3.3-3.3zM3.4 12l3.3 3.3a1 1 0 0 1-1.42 1.4l-4-4a1 1 0 0 1 0-1.4l4-4a1 1 0 0 1 1.42 1.4L3.4 12zm7.56 8.24a1 1 0 0 1-1.94-.48l4-16a1 1 0 1 1 1.94.48l-4 16z'/%3E%3C/svg%3E");
}
#p-variants {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' %3F%3E%3Csvg id='Outlined' viewBox='0 0 32 32' xmlns='http://www.w3.org/2000/svg'%3E%3Ctitle/%3E%3Cg id='Fill'%3E%3Cpath d='M16,2A14,14,0,1,0,30,16,14,14,0,0,0,16,2Zm8,13a24.28,24.28,0,0,0-.41-3.62c2.19.91,3.75,2.19,4.25,3.62Zm-2,0H17V10a20.9,20.9,0,0,1,4.34.63A20.26,20.26,0,0,1,22,15ZM17,8V4.19c1.43.5,2.71,2.06,3.62,4.25A24.28,24.28,0,0,0,17,8ZM15,4.19V8a24.28,24.28,0,0,0-3.62.41C12.29,6.25,13.57,4.69,15,4.19ZM15,10v5H10a20.26,20.26,0,0,1,.63-4.34A20.9,20.9,0,0,1,15,10ZM8,15H4.19c.5-1.43,2.06-2.71,4.25-3.62A24.28,24.28,0,0,0,8,15Zm0,2a24.28,24.28,0,0,0,.41,3.62C6.25,19.71,4.69,18.43,4.19,17Zm2,0h5v5a20.9,20.9,0,0,1-4.34-.63A20.26,20.26,0,0,1,10,17Zm5,7v3.84c-1.43-.5-2.71-2.06-3.62-4.25A24.28,24.28,0,0,0,15,24Zm2,3.84V24a24.28,24.28,0,0,0,3.62-.41C19.71,25.75,18.43,27.31,17,27.81ZM17,22V17h5a20.26,20.26,0,0,1-.63,4.34A20.9,20.9,0,0,1,17,22Zm7-5h3.84c-.5,1.43-2.06,2.71-4.25,3.62A24.28,24.28,0,0,0,24,17Zm2.87-6.12A15.11,15.11,0,0,0,23,9a15.11,15.11,0,0,0-1.85-3.87A12.12,12.12,0,0,1,26.84,10.88Zm-16-5.72A15.11,15.11,0,0,0,9,9a15.11,15.11,0,0,0-3.87,1.85A12.12,12.12,0,0,1,10.88,5.16Zm-5.72,16A15.11,15.11,0,0,0,9,23a15.11,15.11,0,0,0,1.85,3.87A12.12,12.12,0,0,1,5.16,21.12Zm16,5.72A15.11,15.11,0,0,0,23,23a15.11,15.11,0,0,0,3.87-1.85A12.12,12.12,0,0,1,21.12,26.84Z'/%3E%3C/g%3E%3C/svg%3E");
}
#p-cactions {
--icon: url("data:image/svg+xml,%3C%3Fxml version='1.0' encoding='UTF-8'%3F%3E%3Csvg xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Ccircle cx='10' cy='10' r='2'/%3E%3Ccircle cx='3' cy='10' r='2'/%3E%3Ccircle cx='17' cy='10' r='2'/%3E%3C/svg%3E%0A");
}
#ca-watch {
--icon: var(--icon-star-empty);
}
#ca-unwatch {
--icon: var(--icon-star-filled);
}
.vector-menu-tabs #ca-watch.icon a:hover::before,
.vector-menu-tabs #ca-unwatch.icon a:hover::before {
background-image: none;
}
/* RecentChanges - prevent overflow on long summaries */
.client-js .mw-changeslist ul,
.client-js .mw-changeslist table.mw-enhanced-rc {
margin-left: 0;
}
.mw-changeslist-line-inner-comment,
.mw-changeslist-line .comment {
font-size: 0.9em;
}
.mw-userlink {
overflow-wrap: anywhere;
}
}
/* Hide the expandable navigation button for desktop users */
.mobile-nav-toggle {
display: none;
}
/*************
* End mobile *
**************/
/******************************************************/
/* */
/* [END] OF WIKI.GG DEFAULT LOADOUT */
/* ALL LOCAL SKIN CUSTOMIZATIONS SHOULD GO BELOW HERE */
/* DO NOT EDIT OR DELETE THIS COMMENT BLOCK */
/* */
/******************************************************/
a384d3558ebe563a023ffb07985429fe41bbebb4
MediaWiki:Common.css
8
226
250
2025-06-02T23:05:17Z
ARTIFICER
564804
Importing default loadout
css
text/css
/* CSS placed here will be applied to all skins */
/******************************************************************************************
********************************* Start user-edit variables *******************************
******************************************************************************************/
/*****************************************
****** START BASIC DESIGN VARIABLES ******
----------------------------------------*/
:root {
--wiki-heading-font-family: 'Linux Libertine', 'Georgia', 'Times', serif;
--wiki-sidebar-heading-font-family: sans-serif;
--wiki-content-border-radius: 0px;
--wiki-sidebar-border-radius: 0px;
}
/*----------------------------------------
******* END BASIC DESIGN VARIABLES *******
*****************************************/
/*****************************************
****** START BASIC COLOR VARIABLES *******
----------------------------------------*/
:root,
/* Begin light styles, delete from here to "end light styles" if you don't want your wiki to support any light themes (remove from [[Mediawiki:Theme-definitions]] too, or ask wiki.gg staff for help doing this) */
/* FYI: .view- will affect any theme marked |kind=light, */
/* individual themes are prefixed with .theme- instead */
.view-light {
/**********************
* Probably edit these * [ LIGHT VIEW ]
***********************/
--wiki-body-background-color: #F6F6F6;
--wiki-body-background-image: url(/images/8/80/Site-background.jpg); /* please find the file path by viewing the image directly (click the image from the File: page) */
--wiki-content-background-color: #ffffff;
--wiki-content-background-opacity: 100%;
--wiki-content-border-color: #a7d7f9;
--wiki-content-link-color: #0645ad; /* if changing this, remember to change --wiki-icon-to-link-filter as well!!! */
/* [ LIGHT VIEW ] */
--wiki-accent-color: #3366cc;
--wiki-accent-label-color: #ffffff;
--wiki-accent-link-color: #D5FB51;
--wiki-icon-to-link-filter: invert(20%) sepia(93%) saturate(2141%) hue-rotate(210deg) brightness(83%) contrast(103%); /* put your --wiki-content-link-color into https://mrpie5.gitlab.io/css-filter-generator/ */
/**/
}
/* end light styles */
/* Begin dark styles, delete from here to "end dark styles" if you don't want your wiki to support any dark themes (remove it from [[Mediawiki:Theme-definitions]] too, or ask wiki.gg staff for help doing this) */
/* FYI: .view- will affect any theme marked |kind=dark, */
/* individual themes are prefixed with .theme- instead */
.view-dark {
/**********************
* Probably edit these * [ DARK VIEW ]
***********************/
--wiki-body-background-color: #171717;
--wiki-body-background-image: url(/images/c/c4/Site-background-dark.jpg); /* please find the file path by viewing the image directly (not at the File: page) */
--wiki-content-background-color: #202020;
--wiki-content-background-opacity: 90%;
--wiki-content-border-color: #991A51;
--wiki-content-link-color: #6d8afb; /* if changing this, remember to change --wiki-icon-to-link-filter as well!!! */
/* [ DARK VIEW ] */
--wiki-accent-color: #ff4d9d;
--wiki-accent-label-color: #000;
--wiki-accent-link-color: #1e1e43;
--wiki-icon-to-link-filter: invert(60%) sepia(70%) saturate(3715%) hue-rotate(206deg) brightness(101%) contrast(97%); /* put your --wiki-content-link-color into https://mrpie5.gitlab.io/css-filter-generator/ */
/**/
}
/* End dark styles */
/*----------------------------------------
******* END BASIC COLOR VARIABLES ********
*****************************************/
/*****************************************
**** START ADVANCED COLOR VARIABLES ******
----------------------------------------*/
:root,
.view-light {
/*******************
* Maybe edit these * [ LIGHT VIEW ]
********************/
--wiki-body-background-position: top center;
--wiki-body-background-size: cover;
--wiki-body-background-repeat: no-repeat;
--wiki-body-background-attachment: fixed;
--wiki-content-background-color--secondary: color-mix(in srgb, var(--wiki-content-background-color) 96%, var(--wiki-content-dynamic-color));
--wiki-content-text-color: #111111;
--wiki-content-link-color--visited: var(--wiki-content-link-color);
--wiki-content-link-color--hover: var(--wiki-content-link-color);
--wiki-content-redlink-color: #ba0000;
--wiki-content-heading-color: var(--wiki-content-text-color);
--wiki-accent-color--hover: color-mix(in srgb, var(--wiki-accent-color) 95%, var(--wiki-accent-label-color));
/* [ LIGHT VIEW ] */
--wiki-navigation-background-color: var(--wiki-content-background-color--secondary);
--wiki-navigation-border-color: var(--wiki-navigation-selected-border-color);
--wiki-navigation-text-color: var(--wiki-content-link-color);
--wiki-navigation-selected-background-color: var(--wiki-content-background-color);
--wiki-navigation-selected-border-color: var(--wiki-content-border-color);
--wiki-navigation-selected-text-color: var(--wiki-content-text-color);
/* [ LIGHT VIEW ] */
--wiki-neutral-color: var(--wiki-content-text-mix-color);
--wiki-alert-color: #bf0017;
--wiki-warning-color: #b05f30;
--wiki-success-color: #0c742f;
/**/
/***********************************
* Likely do not need to edit these * [ LIGHT VIEW ]
************************************/
--wiki-body-dynamic-color: #000000;
--wiki-body-dynamic-color--inverted: #ffffff;
--wiki-body-dynamic-color--secondary: #333333;
--wiki-body-dynamic-color--secondary--inverted: #cccccc;
--wiki-content-border-color--secondary: color-mix(in srgb, var(--wiki-content-border-color) 50%, transparent);
--wiki-content-border-color--accent: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
--wiki-content-link-label-color: #ffffff;
--wiki-content-dynamic-color: #000000;
--wiki-content-dynamic-color--inverted: #ffffff;
--wiki-content-dynamic-color--secondary: #333333;
--wiki-content-dynamic-color--secondary--inverted: #cccccc;
/* [ LIGHT VIEW ] */
--wiki-alert-label-color: #ffffff;
--wiki-warning-label-color: #ffffff;
--wiki-success-label-color: #ffffff;
--wiki-icon-general-filter: ; /* do not set this to none, ignore the "unexpected token" error */
/**/
}
.view-dark {
/*******************
* Maybe edit these * [ DARK VIEW ]
********************/
--wiki-body-background-position: top center;
--wiki-body-background-size: cover;
--wiki-body-background-repeat: no-repeat;
--wiki-body-background-attachment: fixed;
--wiki-content-background-color--secondary: color-mix(in srgb, var(--wiki-content-background-color) 96%, var(--wiki-content-dynamic-color));
--wiki-content-text-color: #ededed;
--wiki-content-link-color--visited: var(--wiki-content-link-color);
--wiki-content-link-color--hover: var(--wiki-content-link-color);
--wiki-content-redlink-color: #FC5B4F;
--wiki-content-heading-color: var(--wiki-content-text-color);
/* [ DARK VIEW ] */
--wiki-navigation-background-color: var(--wiki-content-background-color--secondary);
--wiki-navigation-border-color: var(--wiki-navigation-selected-border-color);
--wiki-navigation-text-color: var(--wiki-content-link-color);
--wiki-navigation-selected-background-color: var(--wiki-content-background-color);
--wiki-navigation-selected-border-color: var(--wiki-content-border-color);
--wiki-navigation-selected-text-color: var(--wiki-content-text-color);
/* [ DARK VIEW ] */
--wiki-neutral-color: var(--wiki-content-text-mix-color);
--wiki-alert-color: #ff576a;
--wiki-warning-color: #cf721c;
--wiki-success-color: #13aa45;
/**/
/***********************************
* Likely do not need to edit these * [ DARK VIEW ]
************************************/
--wiki-body-dynamic-color: #ffffff;
--wiki-body-dynamic-color--inverted: #000000;
--wiki-body-dynamic-color--secondary: #cccccc;
--wiki-body-dynamic-color--secondary--inverted: #333333;
--wiki-content-border-color--secondary: color-mix(in srgb, var(--wiki-content-border-color) 50%, transparent);
--wiki-content-border-color--accent: color-mix(in srgb, var(--wiki-accent-color) 50%, transparent);
--wiki-content-link-label-color: #000;
--wiki-content-dynamic-color: #ffffff;
--wiki-content-dynamic-color--inverted: #000000;
--wiki-content-dynamic-color--secondary: #cccccc;
--wiki-content-dynamic-color--secondary--inverted: #333333;
/* [ DARK VIEW ] */
--wiki-alert-label-color: #000000;
--wiki-warning-label-color: #000000;
--wiki-success-label-color: #000000;
--wiki-icon-general-filter: invert(100%);
}
/*----------------------------------------
***** END ADVANCED COLOR VARIABLES *******
*****************************************/
/*****************************************
**** START ADVANCED DESIGN VARIABLES *****
----------------------------------------*/
:root {
/***********************
start logo position
----------------------*/
--wiki-is-top-logo: 0; /* 1 = center logo at the top of the page; 0 = logo at the top left of the page */
--wiki-logo-file-width: 160; /* Width of the image file in px. Put a number without the letters `px`. */
--wiki-logo-file-height: 160; /* Height of the image file in px. Put a number without the letters `px`. */
--wiki-logo-height: 120px; /* Valid only when --wiki-is-top-logo is 1. The height the logo should be shown */
--wiki-logo-margin: 15px; /* When --wiki-is-top-logo is 1, this is the width of margin above the logo; when --wiki-is-top-logo is 0, this is the width of margin below the logo */
/*-----------------------
end logo position
***********************/
--wiki-body-font-family: sans-serif;
--wiki-firstheading-font-family: var(--wiki-heading-font-family); /* only apply to the main title of article */
/* the following variables must have units specified even if 0, ignore the warning */
--wiki-content-border-width: 1px;
--wiki-sidebar-width: 10em; /* width of sidebar(#mw-panel) */
--wiki-sidebar-portal-spacing: 0px;
--wiki-sidebar-border-width: 1px;
--wiki-navigation-border-radius: 0px; /* border radius of tabs */
/*******************
* Maybe edit these * [ DESIGN ]
********************/
/* the following variables must have units specified even if 0, ignore the warning */
--wiki-content-border-top-radius: var(--wiki-content-border-radius);
--wiki-page-content-max-width: 9999px; /* max width of sidebar+gap+content, must be a length value. A huge value can be used to indicate no limit, e.g. 99999px */
--wiki-gap-between-sidebar-and-content: 0.5em; /* gap between sidebar(#mw-panel) and content(#content) */
--wiki-sidebar-font-size: 0.75em; /* please use em or rem for this */
--wiki-sidebar-heading-background: none;
--wiki-sidebar-heading-font-size: 0.75em; /* please use em or rem for this */
--wiki-sidebar-margin: 0.5em;
--wiki-navigation-height: 3rem; /* height of navigation area,include spacing above tabs */
--wiki-navigation-left-spacing:var(--wiki-content-border-radius);
--wiki-navigation-right-spacing: 0px;
--wiki-navigation-tab-spacing: -1px; /* width of the space between tabs, can be a negative number, in which case adjacent tabs will overlap */
--wiki-navigation-tab-padding-top: 1.25em;
--wiki-navigation-tab-padding-x: 0.75em;
--wiki-navigation-tab-padding-bottom: 4px;
--wiki-navigation-selected-border-width: 0px; /* border width of selected tabs */
--wiki-navigation-border-width: var(--wiki-navigation-selected-border-width); /* border width of normal tabs */
--wiki-navigation-border-image: none;
--wiki-navigation-selected-border-image: var(--wiki-navigation-border-image);
/* affects the dropdown menu under More */
--wiki-navigation-dropdown-border-width: var(--wiki-content-border-width);
--wiki-navigation-dropdown-border-radius: var(--wiki-navigation-border-radius);
--wiki-navigation-dropdown-padding: calc(max(min(0px, var(--wiki-navigation-tab-spacing)), var(--wiki-navigation-tab-spacing))) ; /* padding of the dropdown menu box */
--wiki-navigation-dropdown-item-padding: 0.625em; /* padding of each dropdown menu items */
--wiki-navigation-dropdown-border-image: none;
--wiki-navigation-background-image: linear-gradient(to bottom,transparent 0,var(--wiki-content-border-color) 100%), linear-gradient(to bottom,transparent 0,var(--wiki-content-border-color) 100%), linear-gradient(to top,var(--wiki-navigation-background-color) 0,var(--wiki-navigation-selected-background-color) 100%);
--wiki-navigation-background-repeat: no-repeat, no-repeat, repeat-x;
--wiki-navigation-background-position: left bottom, right bottom, left bottom;
--wiki-navigation-background-size: 1px 100%, 1px 100%, 100%;
--wiki-navigation-selected-background-image: linear-gradient(to bottom,transparent 0,var(--wiki-content-border-color) 100%), linear-gradient(to bottom,transparent 0,var(--wiki-content-border-color) 100%);
--wiki-navigation-selected-background-repeat: no-repeat, no-repeat;
--wiki-navigation-selected-background-position: left bottom, right bottom;
--wiki-navigation-selected-background-size: 1px 100%, 1px 100%;
--wiki-navigation-selected-bottom-background-size: 1px 30px, 1px 30px;
/* styles of the border line between content and footer */
--wiki-content-border-bottom-width: var(--wiki-content-border-width);
--wiki-content-border-bottom-style: solid;
--wiki-footer-border-width: var(--wiki-content-border-width);
/* padding on body element */
--wiki-left-spacing: 0.5em;
--wiki-right-spacing: 1em;
--wiki-bottom-spacing: 2em;
/* end design variables */
}
/*----------------------------------------
***** END ADVANCED DESIGN VARIABLES ******
*****************************************/
/*******************************
**** START SHARED VARIABLES ****
**** tl;dr: don't edit this ****
********************************/
/*
These variables are rarely touched, usually inherit other variables, and are shared on all themes.
In 99% of cases none of these are ever edited, and you should only be doing so if you have a very clear vision,
understand what you are doing, and *know* that what you are trying to do is not accomplished by changing
another variable in the above sections.
Since these are by default shared across all themes, if you support multiple themes you'll probably want to
separate the variables you want to modify here into .view-x blocks like above. If you don't understand
what that means or how to do that then you probably shouldn't be modifying this section.
*/
:root {
--wiki-content-border-bottom-color: var(--wiki-content-border-color);
--wiki-content-text-mix-color: color-mix(in srgb, var(--wiki-content-background-color), var(--wiki-content-text-color) 62%);
--wiki-content-text-mix-color-95: color-mix(in srgb, var(--wiki-content-background-color) 95%, var(--wiki-content-text-color));
--wiki-sidebar-background-color: var(--wiki-content-background-color);
--wiki-sidebar-background-opacity: var(--wiki-content-background-opacity);
--wiki-sidebar-border-color: var(--wiki-content-border-color);
--wiki-sidebar-link-color: var(--wiki-content-link-color);
--wiki-sidebar-link-color--hover: var(--wiki-content-link-color--hover);
--wiki-sidebar-heading-color: var(--wiki-content-heading-color);
--wiki-sidebar-icon-to-link-filter: var(--wiki-icon-to-link-filter);
--wiki-accent-color--hover: color-mix(in srgb, var(--wiki-accent-color) 90%, var(--wiki-accent-label-color));
--wiki-footer-border-color: var(--wiki-content-border-color);
--wiki-footer-background-color: var(--wiki-content-background-color);
--wiki-footer-background-opacity: var(--wiki-content-background-opacity);
--wiki-footer-text-color: var(--wiki-content-text-color);
--wiki-footer-link-color: var(--wiki-content-link-color);
--wiki-footer-link-color--hover: var(--wiki-content-link-color--hover);
--wiki-navigation-background-opacity: var(--wiki-content-background-opacity);
--wiki-navigation-text-color--hover: var(--wiki-content-link-color--hover);
--wiki-navigation-selected-background-opacity: var(--wiki-content-background-opacity);
--wiki-navigation-dropdown-border-color: var(--wiki-navigation-border-color);
}
/*****************************
**** END SHARED VARIABLES ****
******************************/
/******************************************************************************************
********************************* End user-edit variables *********************************
******************************************************************************************/
/******************************
* Fallback for older browsers *
* DONT EDIT THIS *
*******************************/
@supports not (color:color-mix(in srgb, #000, transparent)) {
.view-dark,
.view-light,
:root {
--wiki-content-text-mix-color: var(--wiki-content-text-color);
--wiki-content-text-mix-color-95: var(--wiki-content-background-color);
--wiki-content-background-color--secondary: var(--wiki-content-dynamic-color--secondary--inverted);
--wiki-content-border-color--secondary: var(--wiki-content-border-color);
--wiki-content-border-color--accent: var(--wiki-accent-color);
--wiki-accent-color--hover: var(--wiki-accent-color);
}
}
/*****************************
* End older browser fallback *
******************************/
/*****************************
* PortableInfoboxes *
******************************/
:root {
--pi-background: var(--wiki-content-background-color);
--pi-secondary-background: var(--wiki-accent-color);
--pi-secondary-background-label: var(--wiki-accent-label-color);
--pi-border-color: color-mix(in srgb, var(--pi-secondary-background) 50%, transparent);
}
.portable-infobox .pi-title,
.portable-infobox .pi-header {
text-align: center;
font-size: 1.5em;
background: color-mix(in srgb, var(--pi-secondary-background) 75%, transparent);
color: var(--pi-secondary-background-label);
}
.portable-infobox .pi-data,
.portable-infobox .pi-group {
background: var(--wiki-content-background-color--secondary);
}
.portable-infobox .pi-image {
padding: 8px;
}
.pi-image-thumbnail {
max-width: 100%;
}
.pi-caption {
color: var(--wiki-content-text-mix-color);
}
.pi-section-navigation .pi-section-tab.pi-section-active,
.pi-section-navigation .pi-section-tab.current,
.pi-media-collection .pi-tab-link.current {
background: var(--pi-secondary-background);
color: var(--pi-secondary-background-label);
}
.pi-collapse > .pi-item:first-child {
cursor: pointer;
}
/* overqualify these to overwrite normal content heading styles */
.mw-body .portable-infobox h2,
.mw-body .portable-infobox h3 {
border-bottom: 0;
font-family: inherit;
font-weight: 700;
margin: 0;
}
/*****************************
* End PortableInfoboxes *
******************************/
/*******************
* Main page layout *
********************/
#mp-container {
display: grid;
gap: 10px;
}
@media screen and (max-width: 990px) {
/* for mobile screens */
#mp-container {
grid-template-areas:var(--main-page-layout--mobile);
grid-template-columns:var(--main-page-layout-columns--mobile, 100%);
}
.mp-box.mp-hide-on-mobile {
display: none;
}
}
@media screen and (min-width: 990px) and (max-width: 1350px) {
/* for narrow screens, between 990px and 1350px */
#mp-container {
grid-template-areas:var(--main-page-layout--tablet);
grid-template-columns:var(--main-page-layout-columns--tablet, 1fr 1fr);
}
.mp-box.mp-hide-on-tablet {
display: none;
}
}
@media screen and (min-width: 1350px) {
/* for all other screens, 1350px and wider */
#mp-container {
grid-template-areas:var(--main-page-layout--desktop);
grid-template-columns:var(--main-page-layout-columns--desktop, 2fr 1fr 2fr);
}
.mp-box.mp-hide-on-desktop {
display: none;
}
}
.mp-box {
position: relative;
display: flex;
flex-flow: column nowrap;
width: calc(100% - 2px);
box-sizing: border-box;
background: color-mix(in srgb, var(--wiki-content-background-color--secondary) 25%, transparent);
border: 1px solid var(--wiki-content-border-color);
padding: 0px;
}
.mp-body {
height: 100%;
display: flex;
padding: 0.5em;
flex-flow: column nowrap;
}
.mp-box.centered-content .mp-body {
height: 100%;
display: flex;
flex-flow: column nowrap;
justify-content: space-evenly;
}
.mp-box.has-floating-image {
display: block;
}
.mp-box.has-floating-image .mp-body {
height: unset;
display: block;
}
/* overqualified to override normal heading styles */
.mw-body .mp-box h2 {
text-align: center;
font-weight: bold;
font-family: var(--wiki-heading-font-family);
overflow: initial;
border-bottom: 1px solid var(--wiki-content-border-color);
font-size: 150%;
margin: 0;
padding: 5px 0;
color: var(--wiki-content-heading-color);
}
#mp-box-welcome {
text-align: center;
position: relative;
overflow: hidden;
}
#mp-box-welcome h2 {
font-size: 200%;
}
#mp-welcome {
display: flex;
flex-flow: column nowrap;
position: relative;
height: 100%;
z-index: 2;
box-sizing: border-box;
}
#mp-welcome .welcome-subtitle {
height: 100%;
background: color-mix(in srgb, var(--wiki-content-dynamic-color--inverted) 85%, transparent);
padding: 0.5em;
}
#mp-banner {
position: absolute;
width: 100%;
height: 100%;
filter: blur(5px);
z-index: -1;
background: url(/images/e/e0/MP_banner.jpg);
background-size: cover;
background-repeat: no-repeat;
background-position: top center;
}
.view-dark #mp-banner {
filter: blur(5px) brightness(50%);
}
.view-light #mp-banner {
filter: blur(5px) contrast(50%);
}
/* [[Template:MP_link]] */
.mp-links {
--gap: 10px;
}
.mp-links > ul {
display: flex;
flex-flow: row wrap;
justify-content: space-evenly;
margin: 2px;
gap: var(--gap);
}
.mp-links > ul > li {
display: flex;
flex-flow: column nowrap;
align-items: stretch;
text-align: center;
box-sizing: border-box;
flex: max(calc(50% - var(--gap)), 5em) 1 1;
outline: 1px solid var(--wiki-content-link-color);
transition: 0.1s ease-in;
}
.mp-links > ul > li:hover {
background-color: color-mix(in srgb, var(--wiki-content-link-color) 20%, transparent);
}
.mp-links.columns-1 > ul > li {
flex: max(calc(100% - var(--gap)), 5em) 1 1;
}
.mp-links.columns-2 > ul > li {
flex: max(calc(50% - var(--gap)), 5em) 1 1;
}
.mp-links.columns-3 > ul > li {
flex: max(calc((100% / 3) - var(--gap)), 5em) 1 1;
}
.mp-links.columns-4 > ul > li {
flex: max(calc(25% - var(--gap)), 5em) 1 1;
}
.mp-links.columns-5 > ul > li {
flex: max(calc(20% - var(--gap)), 5em) 1 1;
}
.mp-links.columns-6 > ul > li {
flex: max(calc((100% / 6) - var(--gap)), 5em) 1 1;
}
.mp-links.columns-7 > ul > li {
flex: max(calc((100% / 7) - var(--gap)), 5em) 1 1;
}
.mp-links.columns-8 > ul > li {
flex: max(calc((100% / 8) - var(--gap)), 5em) 1 1;
}
.mp-links.columns-max > ul > li {
flex: max(calc(0% - var(--gap)), 5em) 1 1;
}
.mp-links > ul > li:hover a {
text-decoration: underline;
}
.mp-links > ul > li > a {
display: flex;
align-items: center;
justify-content: center;
height: 100%;
flex: 1 1 auto;
box-sizing: border-box;
padding: 5px;
}
.mp-links > ul > li > a:first-child {
height: 100%;
}
.mp-links > ul > li > a:last-child:not(:first-child) {
height: unset;
}
.mp-links.stretch,
.mp-links.stretch > ul {
height: 100%;
}
.mp-links.side-image li {
flex-flow: row nowrap;
}
.mp-links.plain > ul > li {
outline-color: transparent;
}
/***********************
* End main page layout *
************************/
/*********************************************************************************************************************
* Semantically-correct horizontal lists (for Module:Navbox, and they're more machine-readable than {{*}}-formatting) *
**********************************************************************************************************************/
.hlist dl,
.hlist ol,
.hlist ul {
margin: 0;
padding: 0;
}
/* Display list items inline */
.hlist dd,
.hlist dt,
.hlist li {
/*
* don't trust the note that says margin doesn't work with inline
* removing margin: 0 makes dds have margins again
* We also want to reset margin-right in Minerva
*/
margin: 0;
display: inline;
}
/* Display requested top-level lists inline */
.hlist.inline,
.hlist.inline dl,
.hlist.inline ol,
.hlist.inline ul,
/* Display nested lists inline */
.hlist dl dl,
.hlist dl ol,
.hlist dl ul,
.hlist ol dl,
.hlist ol ol,
.hlist ol ul,
.hlist ul dl,
.hlist ul ol,
.hlist ul ul {
display: inline;
}
/* Hide empty list items */
.hlist .mw-empty-li {
display: none;
}
/* TODO: :not() can maybe be used here to remove the later rule. naive test
* seems to work. more testing needed. like so: */
.hlist dt:not(:last-child)::after {
content: ":\20";
}
.hlist dd:not(:last-child)::after,
.hlist li:not(:last-child)::after {
/* "space, Middle Dot, space"
We use unicode numbers instead of the raw characters due to a Firefox encoding bug on unicode characters.
The space is also encoded because raw spaces combined with a unicode number strips the spaces under some conditions such as single-line lists */
/* content: "\20\00B7\20"; font-weight: bold; */
/* "space • space"
There may (and likely) be an extra whitespace between <li>s,
therefore we have to use a space character as last character of this sequence.
By this way, the last space and the next whitespce will collapse as a single space,
to make the whitespace on both sides of the middle dot the same width.
*/
content: "\20\A0\2022\A0\20";
font-weight: inherit;
}
/* Add parentheses around nested lists */
.hlist dd ol::before,
.hlist dd ul::before,
.hlist dd dl::before,
.hlist dt ol::before,
.hlist dt ul::before,
.hlist dt dl::before,
.hlist li ol::before,
.hlist li ul::before,
.hlist li dl::before {
content: "\20(";
font-weight: inherit;
}
.hlist dd ol::after,
.hlist dd ul::after,
.hlist dd dl::after,
.hlist dt ol::after,
.hlist dt ul::after,
.hlist dt dl::after,
.hlist li ol::after,
.hlist li ul::after,
.hlist li dl::after {
content: ")";
font-weight: inherit;
}
/* Put ordinals in front of ordered list items */
.hlist ol {
counter-reset: listitem;
}
.hlist ol > li {
counter-increment: listitem;
}
.hlist ol > li::before {
content: " " counter(listitem) ".\20";
}
/* Progressive enhancement:
* try to make the dot always follow the list item in same line
*/
.hlist :is(li,dt,dd):not(:has(:is(li,dt,dd))) {
display: inline-block;
}
/********************************************
* End semantically-correct horizontal lists *
*********************************************/
/*** Miscellaneous ***/
.responsive-image {
max-width: 100%;
height: auto;
}
.view-dark .invert-on-dark,
.view-light .invert-on-light {
filter: invert(100%);
}
.pixelated {
image-rendering: pixelated;
}
@media screen and (min-width: 720px) {
.mobileonly {
display: none;
}
}
@media screen and (max-width: 720px) {
.nomobile {
display: none;
}
}
/*** Utility classes for standard MW galleries ***/
/* it's important that spaced comes before centered in the sheet */
.gallery.gallery.gallery.spaced { /* this selector looks ridiculous but is actually part of stock Vector and therefore a necessary override */
display: flex;
flex-flow: row wrap;
justify-content: space-evenly;
margin-left: unset;
}
.gallery.centered {
text-align: center;
}
/**************************
* Start Modular Templates *
**************************/
/********* [[Template:Ambox]] *********/
.ambox {
--ambox-color: var(--wiki-accent-color);
border: 1px solid var(--wiki-content-border-color);
border-left: 10px solid var(--ambox-color);
border-radius: 2px;
display: flex;
align-items: center;
gap: .6em;
margin: 1em 0;
padding: 3px .6em;
background-color: var(--wiki-content-background-color--secondary);
box-shadow: 2px 2px 5px 0px #0002;
}
@media (min-width: 720px) {
.ambox {
margin-inline: 10%;
}
}
.ambox.tiny {
padding: .04rem .5em;
margin-inline: 0;
width: fit-content;
}
.ambox + .ambox {
margin-top: -.6em;
}
.ambox-content {
flex: 1;
}
.ambox-content p {
margin: .15em 0;
}
.ambox-title {
font-weight: bold;
}
/********* [[Template:Hatnote]] *********/
.hatnote {
padding: 1px 0 1px 1.6em;
margin-bottom: 0.5em;
font-style: italic;
border-top: 1px solid var(--wiki-content-border-color--secondary);
border-bottom: 1px solid var(--wiki-content-border-color--secondary);
}
.hatnote.icon {
padding-left: 0;
}
/********* [[Template:Spoiler]] *********/
.spoiler-content {
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color) 50%, transparent);
transition: all 0.3s;
cursor: pointer;
overflow: auto;
}
@supports not (color:color-mix(in srgb, #000, transparent)) {
.spoiler-content {
background-color: var(--wiki-content-dynamic-color--secondary);
}
}
.spoiler-content > * {
pointer-events: none;
opacity: 0;
transition: all 0.3s;
}
.spoiler-content.show {
background-color: transparent;
}
.spoiler-content.show > * {
pointer-events: unset;
opacity: 1;
}
/********* [[Template:Link icon]] *********/
.link-icon {
--link-icon-line-height: 1.5em;
--link-icon-size: 1.5em;
display: inline-flex;
align-items: center;
height: var(--link-icon-line-height);
vertical-align: bottom;
}
.link-icon .regular {
align-self: center;
}
.link-icon .regular a {
display: flex;
}
.link-icon .regular img {
height: var(--link-icon-size);
max-width: var(--link-icon-size);
}
.link-icon .fallback {
outline: 1px solid var(--wiki-content-text-color);
border-radius: 50%;
text-align: center;
width: var(--link-icon-size);
line-height: var(--link-icon-size);
}
.link-icon.notext .fallback {
display: inline-block;
}
.link-icon.notext {
display: inline;
}
/********* [[Template:Quote]] *********/
.quote {
background: var(--wiki-content-background-color--secondary);
border-radius: 5px;
border: 2px solid var(--wiki-content-border-color);
margin: .5em 0;
padding: .5em;
overflow-y: hidden;
}
.quote .block {
display: block;
}
.quote .title {
font-size: large;
font-weight: bold;
}
.quote .content {
font-style: italic;
}
.quote .author {
font-weight: bold;
text-align: end;
}
.quote .marks-wrapper {
display: flex;
gap: 5px;
}
.quote .marks-wrapper::before,
.quote .marks-wrapper::after {
font-size: 100px;
line-height: 0px;
}
.quote .marks-wrapper::before {
content: "\201C";
margin-top: 40px;
}
.quote .marks-wrapper::after {
content: "\201D";
align-self: end;
margin-bottom: -10px;
}
.client-js .mw-charinsert-item {
display: none;
}
/************************
* End Modular Templates *
*************************/
/*****************************
* Used by [[Template:Color]] *
******************************/
.color__splotch {
display: inline-block;
height: 1em;
width: 1em;
box-sizing: border-box;
vertical-align: text-top;
border-radius: 50%;
border: 1px solid var(--wiki-content-text-color);
}
/*********************
* End Template:Color *
**********************/
f365bd80a4e81976dfe7fb73100e48b2aa593345
MediaWiki:Theme-definitions
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wikitext
text/x-wiki
* light[bundled|kind=light]
* dark[bundled|kind=dark]
05cdfdf87ea42919cc6ea267d3972cc06847ed60
MediaWiki:Gadgets/purge/main.js
8
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ARTIFICER
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Importing default loadout
javascript
text/javascript
(function() {
if ( document.getElementById( 'ca-cargo-purge' )){ return } // disable if Cargo has already added a purge button
if ( mw.config.get( 'wgNamespaceNumber' ) === -1 ) { return } // disable on special pages
var l10n = (function(){
var text = {
'buttonlabel': {
'en': 'Purge cache',
'de': 'Aktualisieren',
'fr': 'Purger',
'ru': 'Обновить',
'pt': 'Actualizar',
'pt-br': 'Actualizar',
},
'hovertext': {
'en': 'Purge the server cache for this page',
'de': 'Den Server-Cache dieser Seite löschen',
'fr': 'Purge le cache du serveur de cette page',
'ru': 'Очистить кэш сервера на этой странице',
'pt': 'Limpe o cache do servidor para esta página',
'pt-br': 'Limpe o cache do servidor para esta página',
},
'errortext': {
'en': 'Failed to purge the page! Error code: $1'
}
}
var lang = mw.config.get( 'wgUserLanguage' ) || 'en';
return function(key){
return text[key] && (text[key][lang] || text[key]['en']) || '';
}
})();
var url = new URL(window.location.href);
url.searchParams.set('action', 'purge');
var button = mw.util.addPortletLink('p-cactions', url.href, l10n('buttonlabel'), 'ca-gadget-purgecache', l10n('hovertext'), '1');
button.addEventListener('click', (function(event) {
event.preventDefault();
var api = new mw.Api();
api.post({
action: 'purge',
titles: mw.config.get('wgPageName'),
forcerecursivelinkupdate: true
}).then(function() {
window.location.reload(true);
}).fail(function(code) {
mw.notify(l10n('errortext').replace('$1', code));
});
}));
console.log('purge loaded');
})();
6e5bbcc0a70b1d962c5b9376272ddbe79443d8fc
MediaWiki:Gadgets-definition
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ARTIFICER
564804
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wikitext
text/x-wiki
* userProfile[ResourceLoader|dependencies=mediawiki.api,jquery,mediawiki.util|default]|userProfile.js|userProfile.css
f21ca689883b0e462704d40f91566b59a4e0a7e6
MediaWiki:Gadget-userProfile.js
8
230
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ARTIFICER
564804
Importing default loadout
javascript
text/javascript
// User profile
// <nowiki>
mw.loader.using( [ 'mediawiki.util', 'mediawiki.api' ] ).done( function() {
var username = mw.config.get('wgRelevantUserName');
var lang = mw.language.bcp47(mw.config.get('wgUserLanguage'));
if ( username && !window.loadedHorseUserProfile ) {
window.loadedHorseUserProfile = true;
var dateOptions = {
year: "numeric",
month: "short",
day: "numeric",
hour: "2-digit",
minute: "2-digit",
timeZone: "UTC",
timeZoneName: "short"
};
var api = new mw.Api();
if ( mw.util.isIPAddress(username) ) api.get( {
action: 'query',
list: ['usercontribs', 'blocks'],
ucuser: username,
ucprop: [],
uclimit: 'max',
bkip: username,
bkprop: ['user', 'by', 'timestamp', 'expiry', 'reason'],
bklimit: 1,
formatversion: 2
} ).done( function(data) {
var editcount = data.query.usercontribs.length;
if ( data.continue ) editcount = data.limits.usercontribs+'+'
var user = {
groups: ['*'],
editcount: editcount
};
formatProfile(user, data.query.blocks[0]);
} );
else api.get( {
action: 'query',
list: 'users',
ususers: username,
usprop: ['groups', 'editcount', 'registration', 'blockinfo', 'emailable'],
formatversion: 2
} ).done( function(data) {
var user = data.query.users[0];
var block;
if ( user.blockid ) block = {
user: username,
by: user.blockedby,
timestamp: user.blockedtimestamp,
expiry: user.blockexpiry,
reason: user.blockreason
};
formatProfile(user, block);
} );
function formatProfile(user, block) {
user.groups.splice(user.groups.indexOf('*'), 1);
var text = '<div class="horse-userprofile-info">';
if ( user.groups.length ) {
var groupList = user.groups.map( function(group) {
var grouppage = '{{MediaWiki:grouppage-'+group+'}}';
return [
'{{#ifexist: '+grouppage+' | [['+grouppage+'|{{int:group-'+group+'}}]] | {{int:group-'+group+'}} }}',
'{{#ifexist: '+grouppage+' | [['+grouppage+'|{{int:group-'+group+'-member|'+username+'}}]] | {{int:group-'+group+'-member|'+username+'}} }}'
];
} ).reduce( function(prev, cur) {
prev[0].push(cur[0]);
prev[1].push(cur[1]);
return prev;
}, [[], []] );
text += '\n\n<span>{{int:prefs-memberingroups|'+user.groups.length+'|'+username+'}}</span>\t<span>{{int:prefs-memberingroups-type|'+mw.language.listToText(groupList[0])+'|'+mw.language.listToText(groupList[1])+'}}</span>';
}
text += '\n\n<span>{{int:prefs-edits}}</span>\t<span>[[Special:Contribs/'+username+'|'+mw.language.convertNumber(user.editcount)+']]</span>';
if ( user.registration ) {
text += '\n\n<span>{{int:prefs-registration}}</span>\t<span>'+mw.language.convertNumber(new Date(user.registration).toLocaleString(lang, dateOptions))+'</span>';
if ( !user.emailable ) text += '\n\n<span>{{int:nowikiemailtext|'+username+'}}</span>';
}
text += '\n\n</div>';
if ( block && mw.config.get('wgArticleId') !== 0 ) {
var blockDate = new Date(block.timestamp);
var blockexpiry = '{{int:infiniteblock}}';
if ( !['infinite', 'indefinite', 'infinity', 'never'].includes(block.expiry) ) {
var expiry = new Date(block.expiry.replace( /(\d{4})(\d{2})(\d{2})(\d{2})(\d{2})(\d{2,3})/, '$1-$2-$3T$4:$5:$6Z' ));
var duration = expiry - blockDate;
var blockDuration = [];
var factor = 1000;
if ( duration % factor === 0 ) blockDuration = ['duration-seconds', Math.floor(duration / factor)];
factor *= 60;
if ( duration % factor === 0 ) blockDuration = ['duration-minutes', Math.floor(duration / factor)];
factor *= 60;
if ( duration % factor === 0 ) blockDuration = ['duration-hours', Math.floor(duration / factor)];
factor *= 24;
if ( duration % factor === 0 ) blockDuration = ['duration-days', Math.floor(duration / factor)];
if ( duration % (factor*7) === 0 ) blockDuration = ['duration-weeks', Math.floor(duration / (factor*7))];
if ( duration % (factor*30) === 0 ) blockDuration = ['months', Math.floor(duration / (factor*30))];
factor *= 365;
if ( duration % factor === 0 ) blockDuration = ['duration-years', Math.floor(duration / factor)];
if ( duration % (factor*10) === 0 ) blockDuration = ['duration-decades', Math.floor(duration / (factor*10))];
if ( duration % (factor*100) === 0 ) blockDuration = ['duration-centuries', Math.floor(duration / (factor*100))];
if ( duration % (factor*1000) === 0 ) blockDuration = ['duration-millennia', Math.floor(duration / (factor*1000))];
if ( blockDuration.length < 2 || blockDuration[1] > 1000 ) blockexpiry = mw.language.convertNumber(expiry.toLocaleString(lang, dateOptions));
else blockexpiry = '{{int:'+blockDuration.join('|')+'}}';
}
text += '<div class="horse-userprofile-block mw-warning-with-logexcerpt"><div>\n{{int:blocked-notice-logextract|'+username+'}}\n';
text += '* '+mw.language.convertNumber(blockDate.toLocaleString(lang, dateOptions))+' {{int:logentry-block-block|[[User:'+block.by+'|'+block.by+']] <span class="mw-usertoollinks mw-changeslist-links"><span>[[User talk:'+block.by+'|{{int:talkpagelinktext}}]]</span> <span>[[Special:Contribs/'+block.by+'|{{int:contribslink}}]]</span></span>|'+block.by;
if ( mw.util.isIPAddress(block.user, true) ) text += '|[[Special:Contribs/'+block.user+'|'+block.user+']] <span class="mw-usertoollinks mw-changeslist-links"><span>[[User talk:'+block.user+'|{{int:talkpagelinktext}}]]</span></span>';
else text += '|[[User:'+block.user+'|'+block.user+']] <span class="mw-usertoollinks mw-changeslist-links"><span>[[User talk:'+block.user+'|{{int:talkpagelinktext}}]]</span> <span>[[Special:Contribs/'+block.user+'|{{int:contribslink}}]]</span></span>';
text += '|'+block.user+'|'+blockexpiry+'|}} <span class="comment">{{int:parentheses|'+block.reason+'}}</span></div></div>';
}
api.parse( text, {
disablelimitreport: true,
wrapoutputclass: 'horse-userprofile mw-message-box mw-content-'+($('#contentSub').attr('dir')||'ltr'),
uselang: mw.config.get('wgUserLanguage')
} ).done( function(parsedText) {
$('#contentSub').append(parsedText.replace( /\u29FCgroup-([^\u29FC\u29FD]+?)(?:-member)?\u29FD/g, '$1' ));
} );
}
}
} );
// </nowiki>
2df0d96710fe446c5289ea1c484419b50c43fd5b
MediaWiki:Gadget-userProfile.css
8
231
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ARTIFICER
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Importing default loadout
css
text/css
#contentSub > * + .horse-userprofile {
margin-top: 1em;
}
.horse-userprofile {
font-size: 120%;
color: var(--wiki-content-text-color);
border: 2px solid var(--wiki-content-border-color);
padding: 6px 12px;
}
.horse-userprofile-info span:first-of-type {
font-weight: bold;
}
1729445bb17e2974426befaf9bd441ab4bf189c5
MediaWiki:Gadgets/uploadMultipleFiles/main.js
8
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javascript
text/javascript
/* Modified version of https://dev.fandom.com/wiki/UploadMultipleFiles
* from https://terraria.wiki.gg/wiki/MediaWiki:Gadget-uploadMultipleFiles.js */
mw.loader.using(["site", "mediawiki.util"]).then(function() {
if (mw.config.get("wgCanonicalSpecialPageName") !== "Upload")
return;
if (window.__wgg_UploadMultipleFiles_IsLoaded) {
return;
}
window.__wgg_UploadMultipleFiles_IsLoaded = true;
var l10nFactory = l10nFactory || function($lang, $data) {
return function ($key) {
// (null == undefined) is true, (null === undefined) is false
return ($data[$lang] && $data[$lang][$key] != null) ? $data[$lang][$key] : $data.en[$key];
};
};
const l10n = l10nFactory(mw.config.get("wgUserLanguage"), {
en: {
multiupload: "Upload multiple files:",
yes: "Yes",
no: "No",
sourcefiles: "Source files:",
categoryname: "Category name:",
categorynamehint: "Page name of the category the files will automatically be added to, e.g. Item images",
categorynamespace: "Category",
uploadfiles: "Upload files",
nofiles: "Please select some files first.",
nolicense: "Please select a valid license first.",
summary: "Summary",
license: "Licensing",
categories: "Categories",
uploading: "Uploading files...",
uploaded: "Uploaded:",
failed: "Failed:",
done: "Done."
}
});
const getUploadDescription = function() {
var sections = [];
var summary = $("#wpUploadDescription").val();
var licenseDisplayName = $("#wpLicense option:selected").val();
var categoryName = $("#multiFileCategory").val();
if (summary !== "")
sections.push(summary);
if (licenseDisplayName !== "") {
var licenseTemplateText = $("#wpLicense option:selected").prop("title");
sections.push("== " + l10n("license") + " ==\n" + licenseTemplateText);
}
if (categoryName !== "")
sections.push("[[" + l10n("categorynamespace") + ":" + categoryName + "]]");
return sections.join("\n\n");
};
const getWatchlistPreference = function() {
if ($("#wpWatchthis").is(":checked")) {
return "watch";
} else {
return "nochange";
}
};
$(function(){
$("#wpUploadFile").parent().parent().addClass("regularFileSelect");
$("tr.regularFileSelect").before('<tr><td class="mw-label">'+ l10n("multiupload") + '</td><td class="mw-input"><label><input type="radio" name="multipleFiles" value="'+ l10n("yes") + '" /> '+ l10n("yes") + '</label> <label><input type="radio" name="multipleFiles" value="'+ l10n("no") + '" checked="" /> '+ l10n("no") + '</label></td></tr>');
$("tr.regularFileSelect").after('<tr class="multipleFileSelect" style="display:none;"><td class="mw-label">' + l10n("sourcefiles") + '</td><td class="mw-input"><input type="file" id="multiupload" multiple /></td></tr>');
$("input[name='wpUpload']").addClass("regularFileSelect");
$("#wpDestFile").parent().parent().addClass("regularFileSelect");
$("#wpIgnoreWarning").parent().parent().addClass("regularFileSelect");
// Append "category name" textbox to multiupload section
$("#mw-upload-form #mw-htmlform-description tbody").append('<tr class="mw-htmlform-field-HTMLTextField multipleFileSelect" style="display:none;"><td class="mw-label"><label for="multiFileCategory"><abbr title="' + l10n("categorynamehint") + '">' + l10n("categoryname") + '</abbr></label></td><td class="mw-input"><input id="multiFileCategory" name="multiFileCategory" size="60"></td></tr>');
$("input[name='wpUpload']").after('<input type="button" value="' + l10n("uploadfiles") + '" class="multipleFileSelect" style="display:none;" id="multiFileSubmit" />');
$("input[name='multipleFiles']").change(function() {
if (this.value === l10n("yes")) {
$(".regularFileSelect").hide();
$(".multipleFileSelect").show();
} else {
$(".regularFileSelect").show();
$(".multipleFileSelect").hide();
}
});
$("#multiFileSubmit").click(function() {
var files = $("#multiupload")[0].files;
// Cancel upload if no files are selected
if (files.length === 0) {
alert(l10n("nofiles"));
return false;
}
// Cancel upload if no license is selected
if ($("#wpLicense option:selected").val() === "" && !mw.config.get("UMFBypassLicenseCheck")) {
alert(l10n("nolicense"));
return false;
}
// Description is summary + license + category
var description = getUploadDescription();
var watch = getWatchlistPreference();
$("#firstHeading").text(l10n("uploading"));
$("#mw-content-text").html("<h3>" + l10n("uploaded") + "</h3><ul></ul><div style='display:none;' id='multiUploadFailed'><h3>" + l10n("failed") + "</h3><ul></ul></div>");
var currentFileIdx = 0;
var uploadCurrentFile;
uploadCurrentFile = function() {
if (currentFileIdx > files.length) {
$("#mw-content-text").append("<h3>"+ l10n("done") + "</h3>");
return;
}
if (files[currentFileIdx] === undefined) {
currentFileIdx++;
uploadCurrentFile();
return;
}
fd = new FormData();
fd.append("action", "upload");
fd.append("token", mw.user.tokens.get("csrfToken"));
fd.append("filename", files[currentFileIdx].name);
fd.append("file", files[currentFileIdx]);
fd.append("text", description);
fd.append("watchlist", watch);
fd.append("ignorewarnings", 1);
fd.append("format", "json");
$.ajax({
url: mw.util.wikiScript("api"),
method: "POST",
data: fd,
cache: false,
contentType: false,
processData: false,
type: "POST"
}).done(function(d) {
if (d.error == undefined) {
$("#mw-content-text > ul").append('<li><a href="' + d.upload.imageinfo.descriptionurl + '" target="_blank">' + d.upload.filename + '</a></li>');
} else {
$("#multiUploadFailed ul").append('<li>' + files[currentFileIdx].name + '</li>');
$("#multiUploadFailed").show();
}
currentFileIdx++;
uploadCurrentFile();
}).fail(function() {
$("#multiUploadFailed ul").append('<li>' + files[currentFileIdx].name + '</li>');
$("#multiUploadFailed").show();
currentFileIdx++;
uploadCurrentFile();
});
};
uploadCurrentFile();
});
});
});
b05306b3ea3271c87b87546ac6619aa30e47782f
MediaWiki:Licenses
8
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564804
Importing default loadout
wikitext
text/x-wiki
*Game content
** License|game|This contains content from the game or its official media
*Commonly used
** License|fairuse|This will be used in a way that qualifies as "fair use" under US law
** License|CC0|This file is licensed under the CC0 1.0 License
** License|CC-BY-NC-ND|This is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 License
** License|CC-BY-NC-SA|This is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License
** License|CC-BY-NC|This is licensed under the Creative Commons Attribution-NonCommercial 3.0 License
** License|CC-BY-ND|This is licensed under the Creative Commons Attribution-NoDerivs 3.0 License
** License|CC-BY-SA|This is licensed under the Creative Commons Attribution-ShareAlike 3.0 License
** License|permission|The copyright holder gave permission to use this work only in wiki.gg articles
** License|CC-BY|This is licensed under the Creative Commons Attribution 3.0 License
** License|CC-PD|This is in the public domain
** License|CC-SRR|This is licensed under the Creative Commons Some Rights Reserved License
*Unsure or unknown
** License|nolicense|I don't know the license
80cf31331a258a3fc3651f6d5961fbb5c1822cee
MediaWiki:Copyright
8
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ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
{{int:wikigg-copyright|CC BY-SA 4.0|$1}}
999f12b472b0177c515e14cda21d5e4ddc0603e1
MediaWiki:Mainpage
8
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ARTIFICER
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wikitext
text/x-wiki
{{SITENAME}}
3879910e8b355a24373fd09ccc909145b2639907
MediaWiki:Apioutput.css
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css
text/css
/* All CSS here is applied on api.php pages */
@media (prefers-color-scheme: dark) {
body {
background-color:#20211f;
border-color: #7b7261;
color: #f6ecdb;
}
h1, h2, h3, h4, h5, h6 {
color: rgb(234, 224, 207);
border-color: rgb(83, 84, 81);
}
.mw-highlight .s2 {
color: rgb(206, 99, 91);
}
a {
color: rgb(133, 180, 221);
}
a:visited {
color: rgb(141, 127, 218);
}
pre, code, .mw-code {
background-color: rgb(34, 35, 33);
color: rgb(234, 224, 207);
border-color: rgb(63, 64, 62);
}
}
c95cf2c22c12d821f22b745f2aa78d4f6f711500
MediaWiki:Gadgets/hoverShowSpoilers/main.css
8
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css
text/css
.spoiler-content:hover > * {
pointer-events:unset;
opacity: 1;
}
.spoiler-content:hover {
background-color: transparent;
}
1c73aafcb749d7e0e9107c1045310d2af70aae7e
MediaWiki:Common.css/doc
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text/x-wiki
<div class="mw-parser-output" id="dl-variable-doc"><!-- hide this in your global.css if you're familiar with how default loadout works and this documentation is just in your way -->
==Documentation==
This wiki is using the theming template from the [[dlw:|default loadout]]. This template is intended to minimize the work required to create a custom colored version of the standard [[mw:Skin:Vector|Vector]] skin, while maximizing the various nooks and crannies that those colors reach, all while keeping everything legible and matching.
Please be aware of the [[support:Customization policy|customization policy]] when modifying the theme.
===Themes===
The [[support:Theme Toggle|Theme Toggle]] extension is installed, and allows multiple themes to be used. In the actual stylesheet below this documentation, you'll find two huge rules at the top, each containing lots of [https://developer.mozilla.org/en-US/docs/Web/CSS/Using_CSS_custom_properties CSS color variables]. They look like this:
<syntaxhighlight lang=css>
:root,
/* Begin light styles, delete from here to "end light styles" if you don't want your wiki to support any light themes (remove from [[Mediawiki:Theme-definitions]] too, or ask wiki.gg staff for help doing this) */
/* FYI: .view- will affect any theme marked |kind=light, */
/* individual themes are prefixed with .theme- instead */
.view-light {
/**********************
* Probably edit these * [ LIGHT VIEW ]
***********************/
--wiki-body-background-color: #F6F6F6;
--wiki-body-background-image: url(/images/8/80/Site-background.jpg);
/* and so on */
}
.view-dark {
/**********************
* Probably edit these * [ DARK VIEW ]
***********************/
--wiki-body-background-color: #171717;
--wiki-body-background-image: url(/images/c/c4/Site-background-dark.jpg);
/* and so on */
}
</syntaxhighlight>
These are the standard light and dark themes, defined in [[Mediawiki:Theme-definitions]]. '''Important''': if you want your wiki to only support a single theme, edit that page and remove the line you don't want (don't remove both). The <code>:root</code> selector is a fallback, meaning that in case something happens and Theme Toggle fails to work, the following theme will still mostly work. If you have multiple themes, you can move the <code>:root</code> rule to whichever you'd consider the "default" theme.
===Non-color variables===
{| class="wikitable"
! Variable name !! Notes
|-
| --wiki-body-background-image
| This is the image path to the wiki's background image. Usually this is uploaded to File:Site-background.jpg, File:Site-background-light.jpg, and/or File:Site-background-dark.jpg. While there's not a hard file size limit, it is recommended that this not exceed 250 KB. File size can be reduced by resizing (anything over 2560x1440p is excessive), converting to a jpg, and compressed using sites like [https://tinypng.com TinyPNG].
|-
| --wiki-body-background-position
| The [https://developer.mozilla.org/en-US/docs/Web/CSS/background-position background-position] of the background image. Usually this is set to <code>top center</code>.
|-
| --wiki-body-background-size
| The [https://developer.mozilla.org/en-US/docs/Web/CSS/background-size background-size] of the background image. Usually this is set to <code>cover</code>.
|-
| --wiki-body-background-repeat
| The [https://developer.mozilla.org/en-US/docs/Web/CSS/background-repeat background-repeat] of the background image. Usually this is set to <code>no-repeat</code>.
|-
| --wiki-body-background-attachment
| The [https://developer.mozilla.org/en-US/docs/Web/CSS/background-attachment background-attachment] of the background image. Usually this is set to <code>fixed</code>.
|-
| --wiki-body-font-family
| The font family of most of the wiki, such as the sidebar, navigation, and content text. Usually this is sans-serif. If modifying this, use a simple font that is easy to read. See <code>--wiki-heading-font-family</code> if you want to incorporate a more decorative font into the theme.
|-
| --wiki-heading-font-family
| The font family of headings, such as the page title and section headings. This font is usually displayed in a larger size, so it's safer to use a more decorative font than <code>--wiki-body-font-family</code>, but still try to keep it legible.
|-
| --wiki-sidebar-heading-font-family
| The font family of sidebar headings. In contrast to <code>--wiki-heading-font-family</code>, this is usually displayed in a smaller size, so keep it simple and easy to read.
|-
| --wiki-sidebar-border-radius
| The [https://developer.mozilla.org/en-US/docs/Web/CSS/border-radius border-radius] of the sidebar. If <code>--wiki-sidebar-portal-spacing</code> is set to 0, then only the top and bottom corners of the sidebar as a whole will be affected, otherwise every portal will have all its corners affected. Units must be specified even if this is set to 0.
|-
| --wiki-sidebar-portal-spacing
| The space between each portal in the sidebar. Units must be specified even if this is set to 0.
|-
| --wiki-content-border-width
| The thickness of the border around the content area.
|-
| --wiki-sidebar-border-width
| The thickness of the border around the sidebar portals.
|-
| --wiki-content-background-opacity
| The opacity of the main content area, to let the wiki's background image show through. Please keep this high, usually above 90%, or it can make reading text difficult.
|-
| --wiki-sidebar-background-opacity
| The background opacity of the sidebar. Usually this inherits <code>--wiki-content-background-opacity</code>.
|-
| --wiki-icon-general-filter
| A filter applied to many icons to make them visible on dark themes. Usually this is just <code>invert(100%)</code> on dark themes and blank on light themes.
|-
| --wiki-icon-to-link-filter
| A filter that converts many icons into the same color as <code>--wiki-content-link-color</code>. This can be generated by plugging that into https://mrpie5.gitlab.io/css-filter-generator/.
|}
===List of all colors with contrast checking===
The table below shows all the colors currently in use, as well as notes on how to use them. The last column shows which colors are expected to show up as text against other colors. With the exception of <code>--wiki-content-text-mix-color-95</code>, all text in the last column should be ''clearly'' legible. If it is not, you may need to adjust one of the referenced colors in your color palette.
Keep in mind that changes to the opacity variables in the section above will cause the content and sidebar background colors to mix with the body background color/image, so the contrasts below may not be perfectly accurate.
{| class="wikitable"
! Variable name !! Color !! style="width: 40em;" | Notes !! Test contrast against these variables
|-
| --wiki-body-background-color
| style="background-color:var(--wiki-body-background-color);" |
| The background color behind the background image. This usually only shows up if the background image doesn't load, doesn't fill the screen, or has some transparency. This color should be similar to the overall color of the background image, or the top-left corner if it is made up of many different colors. In the former case, https://matkl.github.io/average-color/ is helpful.
| style="background-color:var(--wiki-body-background-color);" |
<span style="color:var(--wiki-body-dynamic-color);">--wiki-body-dynamic-color</span><br/>
<span style="color:var(--wiki-body-dynamic-color--secondary);">--wiki-body-dynamic-color--secondary</span><br/>
|-
| --wiki-body-dynamic-color
| style="background-color:var(--wiki-body-dynamic-color);" |
| This is expected to contrast sharply with the body-background-color, for cases when text needs to be displayed against it. Usually this is {{color|#000}} on light themes and {{color|#fff}} on dark themes.
| style="background-color:var(--wiki-body-dynamic-color);" |
<span style="color:var(--wiki-body-background-color)">--wiki-body-background-color</span><br/>
<span style="color:var(--wiki-body-dynamic-color--inverted);">--wiki-body-dynamic-color--inverted</span><br/>
<span style="color:var(--wiki-body-dynamic-color--secondary--inverted);">--wiki-body-dynamic-color--secondary--inverted</span><br/>
|-
| --wiki-body-dynamic-color--inverted
| style="background-color:var(--wiki-body-dynamic-color--inverted);" |
| The inverse of <code>--wiki-body-dynamic-color</code>. This should optimally have almost no contrast with the body-background-color.
| style="background-color:var(--wiki-body-dynamic-color--inverted);" |
<span style="color:var(--wiki-body-dynamic-color);">--wiki-body-dynamic-color</span><br/>
<span style="color:var(--wiki-body-dynamic-color--secondary);">--wiki-body-dynamic-color--secondary</span><br/>
|-
| --wiki-body-dynamic-color--secondary
| style="background-color:var(--wiki-body-dynamic-color--secondary);" |
| A slightly different version of body-dynamic-color. Usually this is {{color|#333}} on light themes and {{color|#ccc}} on dark themes.
| style="background-color:var(--wiki-body-dynamic-color--secondary);" |
<span style="color:var(--wiki-body-background-color)">--wiki-body-background-color</span><br/>
<span style="color:var(--wiki-body-dynamic-color--inverted);">--wiki-body-dynamic-color--inverted</span><br/>
<span style="color:var(--wiki-body-dynamic-color--secondary--inverted);">--wiki-body-dynamic-color--secondary--inverted</span><br/>
|-
| --wiki-body-dynamic-color--secondary--inverted
| style="background-color:var(--wiki-body-dynamic-color--secondary--inverted);" |
| The inverse of <code>--wiki-body-dynamic-color--secondary</code>.
| style="background-color:var(--wiki-body-dynamic-color--secondary--inverted);" |
<span style="color:var(--wiki-body-dynamic-color);">--wiki-body-dynamic-color</span><br/>
<span style="color:var(--wiki-body-dynamic-color--secondary);">--wiki-body-dynamic-color--secondary</span><br/>
|-
| --wiki-content-background-color
| style="background-color:var(--wiki-content-background-color);" |
| The background color of the main content area.
| style="background-color:var(--wiki-content-background-color);" |
<span style="color:var(--wiki-content-text-color)">--wiki-content-text-color</span><br/>
<span style="color:var(--wiki-content-link-color)">--wiki-content-link-color</span><br/>
<span style="color:var(--wiki-content-link-color--visited)">--wiki-content-link-color--visited</span><br/>
<span style="color:var(--wiki-content-link-color--hover)">--wiki-content-link-color--hover</span><br/>
<span style="color:var(--wiki-content-redlink-color)">--wiki-content-redlink-color</span><br/>
<span style="color:var(--wiki-content-text-mix-color)">--wiki-content-text-mix-color</span><br/>
<span style="color:var(--wiki-content-dynamic-color)">--wiki-content-dynamic-color</span><br/>
<span style="color:var(--wiki-content-dynamic-color--secondary)">--wiki-content-dynamic-color--secondary</span><br/>
<span style="color:var(--wiki-content-heading-color)">--wiki-content-heading-color</span><br/>
<span style="color:var(--wiki-accent-color)">--wiki-accent-color</span><br/>
<span style="color:var(--wiki-neutral-color)">--wiki-neutral-color</span><br/>
<span style="color:var(--wiki-success-color)">--wiki-success-color</span><br/>
<span style="color:var(--wiki-alert-color)">--wiki-alert-color</span><br/>
|-
| --wiki-content-background-color--secondary
| style="background-color:var(--wiki-content-background-color--secondary);" |
| A secondary content background to highlight certain things. Usually this is <code>--wiki-content-background-color</code> with saturation and/or value reduced or increased by about 10%, but you're free to make it whatever you want provided the contrast checks to the right still pass.
| style="background-color:var(--wiki-content-background-color--secondary);" |
<span style="color:var(--wiki-content-text-color)">--wiki-content-text-color</span><br/>
<span style="color:var(--wiki-content-link-color)">--wiki-content-link-color</span><br/>
<span style="color:var(--wiki-content-link-color--visited)">--wiki-content-link-color--visited</span><br/>
<span style="color:var(--wiki-content-link-color--hover)">--wiki-content-link-color--hover</span><br/>
<span style="color:var(--wiki-content-redlink-color)">--wiki-content-redlink-color</span><br/>
<span style="color:var(--wiki-content-text-mix-color)">--wiki-content-text-mix-color</span><br/>
<span style="color:var(--wiki-content-dynamic-color)">--wiki-content-dynamic-color</span><br/>
<span style="color:var(--wiki-content-dynamic-color--secondary)">--wiki-content-dynamic-color--secondary</span><br/>
<span style="color:var(--wiki-content-heading-color)">--wiki-content-heading-color</span><br/>
<span style="color:var(--wiki-accent-color)">--wiki-accent-color</span><br/>
<span style="color:var(--wiki-neutral-color)">--wiki-neutral-color</span><br/>
<span style="color:var(--wiki-success-color)">--wiki-success-color</span><br/>
<span style="color:var(--wiki-alert-color)">--wiki-alert-color</span><br/>
|-
| --wiki-content-border-color
| style="background-color:var(--wiki-content-border-color);" |
| Border color for the main content area and elements within it.
| N/A
|-
| --wiki-content-border-color--secondary
| style="background-color:var(--wiki-content-border-color--secondary);" |
| A secondary content border color for elements that do not need to stand out as much. Usually this is <code>--wiki-content-border-color</code> with 50% transparency, but it can be adjusted or made identical if it is too subtle.
| N/A
|-
| --wiki-content-border-color--accent
| style="background-color:var(--wiki-content-border-color--accent);" |
| A border color that is used as an accent. Usually this is <code>--wiki-accent-color</code> with 50% transparency, but it can be any variation of the accent color.
| N/A
|-
| --wiki-content-text-color
| style="background-color:var(--wiki-content-text-color);" |
| Text color for the main content area.
| style="background-color:var(--wiki-content-text-color);" |
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary)">--wiki-content-background-color--secondary</span><br/>
|-
| --wiki-content-link-color
| style="background-color:var(--wiki-content-link-color);" |
| Links within the content area. Please do not make this red, as red links on wikis traditionally denote pages that don't exist.
| style="background-color:var(--wiki-content-link-color);" |
<span style="color:var(--wiki-content-link-label-color);">--wiki-content-link-label-color</span>
|-
| --wiki-content-link-label-color
| style="background-color:var(--wiki-content-link-label-color);" |
| This is used when placing text on an element with the link color as a background, such as a button.
| style="background-color:var(--wiki-content-link-label-color);" |
<span style="color:var(--wiki-content-link-color);">--wiki-content-link-color</span>
|-
| --wiki-content-link-color--visited
| style="background-color:var(--wiki-content-link-color--visited);" |
| The color of visited links. This is optional, and usually inherits <code>--wiki-content-link-color</code>.
| style="background-color:var(--wiki-content-link-color--visited);" |
<span style="color:var(--wiki-content-background-color);">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary);">--wiki-content-background-color--secondary</span>
|-
| --wiki-content-link-color--hover
| style="background-color:var(--wiki-content-link-color--hover);" |
| The color links change to when hovered over. This is optional, and usually inherits <code>--wiki-content-link-color</code>.
| style="background-color:var(--wiki-content-link-color--hover);" |
<span style="color:var(--wiki-content-background-color);">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary);">--wiki-content-background-color--secondary</span>
|-
| --wiki-content-redlink-color
| style="background-color:var(--wiki-content-redlink-color);" |
| The color of links to pages that don't exist. Since these should only rarely be seen, you can be a little lax about choosing a color that contrasts with the background, but it should still be legible.
| style="background-color:var(--wiki-content-redlink-color);" |
<span style="color:var(--wiki-content-background-color);">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary);">--wiki-content-background-color--secondary</span>
|-
| --wiki-content-text-mix-color
| style="background-color:var(--wiki-content-text-mix-color);" |
| A mix of <code>--wiki-content-text-color</code> and <code>--wiki-content-background-color</code>, calculated automatically. This is generally used to mark disabled elements or placeholder text.
| style="background-color:var(--wiki-content-text-mix-color);" |
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary)">--wiki-content-background-color--secondary</span><br/>
<span style="color:var(--wiki-content-text-mix-color-95)">--wiki-content-text-mix-color-95</span>
|-
| --wiki-content-text-mix-color-95
| style="background-color:var(--wiki-content-text-mix-color-95);" |
| The same as <code>--wiki-content-text-mix-color</code>, but the mix is 95% <code>--wiki-content-background-color</code>, calculated automatically. This is used to mark disabled elements. The contrast checker to the right should actually be very hard to read but not impossible.
| style="background-color:var(--wiki-content-text-mix-color-95);" |
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary)">--wiki-content-background-color--secondary</span>
|-
| --wiki-content-dynamic-color
| style="background-color:var(--wiki-content-dynamic-color);" |
| This is expected to contrast sharply with <code>--wiki-content-background-color</code>. Usually this is {{color|#000}} on light themes and {{color|#fff}} on dark themes.
| style="background-color:var(--wiki-content-dynamic-color);" |
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-dynamic-color--inverted)">--wiki-content-dynamic-color--inverted</span><br/>
<span style="color:var(--wiki-content-dynamic-color--secondary--inverted)">--wiki-content-dynamic-color--secondary--inverted</span><br/>
|-
| --wiki-content-dynamic-color--inverted
| style="background-color:var(--wiki-content-dynamic-color--inverted);" |
| The inverse of <code>--wiki-content-dynamic-color</code>.
| style="background-color:var(--wiki-content-dynamic-color--inverted);" |
<span style="color:var(--wiki-content-dynamic-color)">--wiki-content-dynamic-color</span><br/>
<span style="color:var(--wiki-content-dynamic-color--secondary)">--wiki-content-dynamic-color--secondary</span><br/>
|-
| --wiki-content-dynamic-color--secondary
| style="background-color:var(--wiki-content-dynamic-color--secondary);" |
| A slightly different version of <code>--wiki-content-dynamic-color</code>. Usually this is {{color|#333}} on light themes and {{color|#ccc}} on dark themes.
| style="background-color:var(--wiki-content-dynamic-color--secondary);" |
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-dynamic-color--inverted)">--wiki-content-dynamic-color--inverted</span><br/>
<span style="color:var(--wiki-content-dynamic-color--secondary--inverted)">--wiki-content-dynamic-color--secondary--inverted</span><br/>
|-
| --wiki-content-dynamic-color--secondary--inverted
| style="background-color:var(--wiki-content-dynamic-color--secondary--inverted);" |
| The inverse of <code>--wiki-content-dynamic-color--secondary</code>.
| style="background-color:var(--wiki-content-dynamic-color--secondary--inverted);" |
<span style="color:var(--wiki-content-dynamic-color)">--wiki-content-dynamic-color</span><br/>
<span style="color:var(--wiki-content-dynamic-color--secondary)">--wiki-content-dynamic-color--secondary</span><br/>
|-
| --wiki-content-heading-color
| style="background-color:var(--wiki-content-heading-color);" |
| The color of headings, such as the page title and section headings. Usually this is set to <code>--wiki-content-text-color</code>, but feel free to give it a different color to spice up the theme a little.
| style="background-color:var(--wiki-content-heading-color);" |
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span>
|-
| --wiki-accent-color
| style="background-color:var(--wiki-accent-color);" |
| Used to style infoboxes, navboxes, focused element outlines, and some buttons, such as the save button when editing.
| style="background-color:var(--wiki-accent-color);" |
<span style="color:var(--wiki-accent-label-color)">--wiki-accent-label-color</span><br/>
<span style="color:var(--wiki-accent-link-color)">--wiki-accent-link-color</span><br/>
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary)">--wiki-content-background-color--secondary</span><br/>
|-
| --wiki-accent-color--hover
| style="background-color:var(--wiki-accent-color--hover);" |
| The color of accent-color when hovered over, in some cases. Usually this is just accent-color with saturation and/or value reduced or increased by about 10%, but you're free to make it whatever you want provided the contrast checks to the right still pass.
| style="background-color:var(--wiki-accent-color--hover);" |
<span style="color:var(--wiki-accent-label-color)">--wiki-accent-label-color</span>
|-
| --wiki-accent-label-color
| style="background-color:var(--wiki-accent-label-color);" |
| The color of normal text against the accent color.
| style="background-color:var(--wiki-accent-label-color);" |
<span style="color:var(--wiki-accent-color)">--wiki-accent-color</span><br/>
<span style="color:var(--wiki-accent-color--hover)">--wiki-accent-color--hover</span><br/>
|-
| --wiki-accent-link-color
| style="background-color:var(--wiki-accent-link-color);" |
| The color of links against the accent color.
| style="background-color:var(--wiki-accent-link-color);" |
<span style="color:var(--wiki-accent-color)">--wiki-accent-color</span>
|-
| --wiki-sidebar-background-color
| style="background-color:var(--wiki-sidebar-background-color);" |
| The background color of the sidebar to the left of the content area. Usually this inherits <code>--wiki-content-background-color</code>.
| style="background-color:var(--wiki-sidebar-background-color);" |
<span style="color:var(--wiki-sidebar-link-color)">--wiki-sidebar-link-color</span><br/>
<span style="color:var(--wiki-sidebar-heading-color)">--wiki-sidebar-heading-color</span><br/>
|-
| --wiki-sidebar-border-color
| style="background-color:var(--wiki-sidebar-border-color);" |
| The border color of the sidebar. Usually this inherits <code>--wiki-content-border-color</code>.
| N/A
|-
| --wiki-sidebar-link-color
| style="background-color:var(--wiki-sidebar-link-color);" |
| The color of links in the sidebar. Usually this inherits <code>--wiki-content-link-color</code>.
| style="background-color:var(--wiki-sidebar-link-color);" |
<span style="color:var(--wiki-sidebar-background-color)">--wiki-sidebar-background-color</span>
|-
| --wiki-sidebar-link-color--hover
| style="background-color:var(--wiki-sidebar-link-color--hover);" |
| The color links change to when hovered over. This is optional, and usually inherits <code>--wiki-content-link-color--hover</code>.
| style="background-color:var(--wiki-sidebar-link-color--hover);" |
<span style="color:var(--wiki-sidebar-background-color)">--wiki-sidebar-background-color</span>
|-
| --wiki-sidebar-heading-color
| style="background-color:var(--wiki-sidebar-heading-color);" |
| The color of headings in the sidebar. Usually this inherits <code>--wiki-content-heading-color</code>.
| style="background-color:var(--wiki-sidebar-heading-color);" |
<span style="color:var(--wiki-sidebar-background-color)">--wiki-sidebar-background-color</span>
|-
| --wiki-navigation-background-color
| style="background-color:var(--wiki-navigation-background-color);" |
| The primary background color of the navigation tabs above the content area. Usually this inherits <code>--wiki-content-background-color--secondary</code>.
| style="background-color:var(--wiki-navigation-background-color);" |
<span style="color:var(--wiki-navigation-text-color)">--wiki-navigation-text-color</span><br/>
|-
| --wiki-navigation-background-color--secondary
| style="background-color:var(--wiki-navigation-background-color--secondary);" |
| The upper background color of the navigation tabs, as well as the background color of the "More" menu dropdown. Usually this inherits <code>--wiki-content-background-color</code>.
| style="background-color:var(--wiki-navigation-background-color--secondary);" |
<span style="color:var(--wiki-navigation-text-color)">--wiki-navigation-text-color</span><br/>
|-
| --wiki-navigation-border-color
| style="background-color:var(--wiki-navigation-border-color);" |
| Border color of the navigation tabs. Usually this inherits <code>--wiki-content-border-color</code>.
| N/A
|-
| --wiki-navigation-text-color
| style="background-color:var(--wiki-navigation-text-color);" |
| The color of text in the navigation tabs. Usually this inherits <code>--wiki-content-link-color</code>.
| style="background-color:var(--wiki-navigation-text-color);" |
<span style="color:var(--wiki-navigation-background-color)">--wiki-navigation-background-color</span><br/>
<span style="color:var(--wiki-navigation-background-color--secondary)">--wiki-navigation-background-color--secondary</span><br/>
|-
| --wiki-navigation-text-color--hover
| style="background-color:var(--wiki-navigation-text-color--hover);" |
| The color of text in the navigation tabs when hovered. Usually this inherits <code>--wiki-content-link-color--hover</code>.
| style="background-color:var(--wiki-navigation-text-color--hover);" |
<span style="color:var(--wiki-navigation-background-color)">--wiki-navigation-background-color</span><br/>
<span style="color:var(--wiki-navigation-background-color--secondary)">--wiki-navigation-background-color--secondary</span><br/>
|-
| --wiki-navigation-selected-background-color
| style="background-color:var(--wiki-navigation-selected-background-color);" |
| The background color of the currently active navigation tab. Usually this inherits <code>--wiki-content-background-color</code>
| style="background-color:var(--wiki-navigation-selected-background-color);" |
<span style="color:var(--wiki-navigation-selected-text-color)">--wiki-navigation-selected-text-color</span><br/>
|-
| --wiki-navigation-selected-border-color
| style="background-color:var(--wiki-navigation-selected-border-color);" |
| The border color of the currently active navigation tab. Usually this inherits <code>--wiki-navigation-border-color</code>
| N/A
|-
| --wiki-navigation-selected-text-color
| style="background-color:var(--wiki-navigation-selected-text-color);" |
| The text color of the currently active navigation tab. Usually this inherits <code>--wiki-content-text-color</code>
| style="background-color:var(--wiki-navigation-selected-text-color);" |
<span style="color:var(--wiki-navigation-selected-background-color)">--wiki-navigation-selected-background-color</span><br/>
|-
| --wiki-neutral-color
| style="background-color:var(--wiki-neutral-color);" |
| A gray-ish color for displaying neutral text, such as a diff size of 0 in RecentChanges and page history. Usually this inherits <code>--wiki-content-text-mix-color</code>, but can be set explicitly if that color is not gray enough.
| style="background-color:var(--wiki-neutral-color);" |
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary)">--wiki-content-background-color--secondary</span>
|-
| --wiki-alert-color
| style="background-color:var(--wiki-alert-color);" |
| A general, usually red-ish color used for negative notices, most notably negative diffs in RecentChanges and page history, and the "cancel" button when editing.
| style="background-color:var(--wiki-alert-color);" |
<span style="color:var(--wiki-alert-label-color)">--wiki-alert-label-color</span><br/>
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary)">--wiki-content-background-color--secondary</span><br/>
|-
| --wiki-alert-label-color
| style="background-color:var(--wiki-alert-label-color);" |
| The color of text against <code>--wiki-alert-color</code> as a background.
| style="background-color:var(--wiki-alert-label-color);" |
<span style="color:var(--wiki-alert-color)">--wiki-alert-color</span><br/>
|-
| --wiki-warning-color
| style="background-color:var(--wiki-warning-color);" |
| A general, usually orange-ish color used for warning notices.
| style="background-color:var(--wiki-warning-color);" |
<span style="color:var(--wiki-warning-label-color)">--wiki-warning-label-color</span><br/>
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
|-
| --wiki-warning-label-color
| style="background-color:var(--wiki-warning-label-color);" |
| The color of text against <code>--wiki-warning-color</code> as a background.
| style="background-color:var(--wiki-warning-label-color);" |
<span style="color:var(--wiki-warning-color)">--wiki-warning-color</span><br/>
|-
| --wiki-success-color
| style="background-color:var(--wiki-success-color);" |
| A general, usually green-ish color used for success notices, most noticeably positive diffs in RecentChanges and page history.
| style="background-color:var(--wiki-success-color);" |
<span style="color:var(--wiki-success-label-color)">--wiki-success-label-color</span><br/>
<span style="color:var(--wiki-content-background-color)">--wiki-content-background-color</span><br/>
<span style="color:var(--wiki-content-background-color--secondary)">--wiki-content-background-color--secondary</span><br/>
|-
| --wiki-success-label-color
| style="background-color:var(--wiki-success-label-color);" |
| The color of text against <code>--wiki-success-color</code> as a background.
| style="background-color:var(--wiki-success-label-color);" |
<span style="color:var(--wiki-success-color)">--wiki-success-color</span><br/>
|}
==Stylesheet==
<!-- When rendered on common.css, the actual stylesheet will be right here -->
</div>
58f90e2fed90701650577a6fd770f265da41e96f
MediaWiki:DataMaps.css
8
239
263
2025-06-02T23:05:23Z
ARTIFICER
564804
Importing default loadout
css
text/css
/** Container */
.ext-datamaps-container-content .ext-datamaps-container-leaflet {
background: var(--wiki-content-background-color--secondary);
}
/** Legend */
.ext-datamaps-container .ext-datamaps-control-expandable[aria-expanded="true"] {
background: color-mix(in srgb, var(--wiki-content-background-color--secondary) 95%, transparent);
}
.ext-datamaps-container .oo-ui-tabOptionWidget {
color: var(--wiki-content-link-color);
}
.ext-datamaps-container .oo-ui-tabSelectWidget-frameless .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected {
background: var(--wiki-content-link-color);
box-shadow: none;
color: var(--wiki-content-link-label-color);
}
/** Popups */
.ext-datamaps-container .leaflet-popup-content-wrapper,
.ext-datamaps-container .leaflet-popup-tip {
background: var(--wiki-content-background-color--secondary);
color: var(--wiki-content-text-color);
}
.ext-datamaps-container .ext-datamaps-popup-buttons a,
.ext-datamaps-container .leaflet-popup-close-button {
filter: var(--wiki-icon-general-filter);
cursor: pointer;
}
.ext-datamaps-popup-header .ext-datamaps-popup-subtitle, .ext-datamaps-popup-header .ext-datamaps-popup-location {
color: var(--wiki-content-text-mix-color);
}
.ext-datamaps-popup .ext-datamaps-popup-tools li a {
border: 1px solid var(--wiki-content-link-color);
transition: background 100ms, color 100ms;
}
.ext-datamaps-popup .ext-datamaps-popup-tools li a:hover {
background: var(--wiki-content-link-color);
color: var(--wiki-content-link-label-color);
}
/** Controls */
.ext-datamaps-container .leaflet-bar {
background-color: var(--wiki-content-background-color--secondary);
border-color: color-mix(in srgb, var(--wiki-content-link-color) 50%, transparent);
}
.ext-datamaps-container .leaflet-bar button:hover {
background-color: color-mix(in srgb, var(--wiki-content-dynamic-color) 25%, transparent);
}
.ext-datamaps-container .leaflet-control {
color: var(--wiki-content-text-color);
}
.leaflet-control-container .oo-ui-buttonElement > .oo-ui-buttonElement-button {
min-height: unset;
}
.ext-datamaps-container .leaflet-control button {
border-bottom-color: color-mix(in srgb, var(--wiki-content-link-color) 50%, transparent);
color: var(--wiki-content-text-color);
}
/* HACK: awful selector, v1.0 will prolly use a standard class on these */
.ext-datamaps-container .ext-datamaps-control span[class^="oo-ui-icon"] {
filter: var(--wiki-icon-general-filter);
}
/** Search */
.ext-datamaps-container .ext-datamaps-control-search ul.ext-datamaps-control-search-results {
background: var(--wiki-content-background-color--secondary);
}
.ext-datamaps-container .ext-datamaps-control-search ul.ext-datamaps-control-search-results li:focus,
.ext-datamaps-container .ext-datamaps-control-search ul.ext-datamaps-control-search-results li[data-highlighted="true"] {
background: color-mix(in srgb, var(--wiki-content-link-color) 15%, transparent);
color: var(--wiki-content-link-color);
}
.ext-datamaps-container .ext-datamaps-container-status > :not(.oo-ui-widget) {
background:var(--wiki-content-background-color--secondary);
color:var(--wiki-content-text-mix-color);
}
.ext-datamaps-container .leaflet-control-container .ext-datamaps-control-coords {
background: var(--background-color-neutral-subtle);
color: var(--color-base--subtle);
}
f3ef9024b4b537b9fa9bceff82bbbeaf0feb7f7a
MediaWiki:Gadgets/mpEditLinks/main.js
8
240
264
2025-06-02T23:05:24Z
ARTIFICER
564804
Importing default loadout
javascript
text/javascript
$( function () {
if(!document.getElementById('mp-container')) return;
var rootpage = document.getElementById('mp-container').dataset['rootpage']; // Get the rootpage passed from the main page module, so we don't need to make an API call
/* generate the links here instead of in the wikitext, so that users who can't see them don't have them
* in the DOM at all, and screenreaders and search engines don't get confused */
function createLinks(){
$('.mp-box').each(function(_, el){
var params = '?action=edit';
// only add the long preload stuff if the box doesn't exist, for prettier urls
if ( $(el).hasClass('missing') ){
params += '&preload=Template:Main page box/preload&preloadparams[0]=' + el.dataset['boxId'].charAt(0).toUpperCase() + el.dataset['boxId'].slice(1); /* preloadparam is box id with first letter capitalized */
}
$('<a></a>', {
href: mw.util.getUrl(rootpage + '/' + el.dataset['boxId']) + params,
text: 'Edit ' + rootpage + '/' + el.dataset['boxId']
}).appendTo(
$('<div></div>', {
class: 'mp-edit-link'
}).prependTo(el)
);
});
}
function toggleLinks(){
$('.mp-edit-link').each(function(_, el){
$(el).toggle().css('display none;');
});
}
$('<span></span>', {
text: 'Toggle edit buttons',
class: 'mp-edit-toggle',
on: {click: toggleLinks},
}).appendTo($('#top'));
createLinks();
});
45e1363761b597e575e70ac1c7bb10306a66be6b
MediaWiki:Gadgets/mpEditLinks/main.css
8
241
265
2025-06-02T23:05:25Z
ARTIFICER
564804
Importing default loadout
css
text/css
.mp-edit-link {
display:block;
position:absolute;
z-index:99;
right:0.5em;
top:0.5em;
background:var(--wiki-content-background-color);
}
.mp-edit-link a {
display:block;
padding:0.1em;
border:1px solid var(--wiki-content-link-color);
}
.mp-edit-link a::before {
display:inline-block;
content:'';
background-image:url("data:image/svg+xml,%3Csvg xmlns=%22http://www.w3.org/2000/svg%22 width=%2220%22 height=%2220%22 viewBox=%220 0 20 20%22%3E%3Ctitle%3E edit %3C/title%3E%3Cpath d=%22m16.77 8 1.94-2a1 1 0 0 0 0-1.41l-3.34-3.3a1 1 0 0 0-1.41 0L12 3.23zM1 14.25V19h4.75l9.96-9.96-4.75-4.75z%22/%3E%3C/svg%3E");
background-size:contain;
width:1em;
height:1em;
filter:var(--wiki-icon-to-link-filter);
vertical-align:text-top;
margin-right:0.2em;
}
c5fd62c547dd14df99d3f223cdca962743d492d1
MediaWiki:Gadgets/ranger/main.css
8
242
266
2025-06-02T23:05:25Z
ARTIFICER
564804
Importing default loadout
css
text/css
/** as of Module:navbox version 1.2.4 **/
.ranger-navbox{
border-color: var(--navbox-outer-border-color);
border-style: var(--navbox-outer-border-style);
border-width: var(--navbox-outer-border-width);
border-radius: var(--navbox-outer-border-radius);
padding: var(--navbox-padding);
font-size: var(--navbox-font-size);
margin: var(--navbox-margin);
background: var(--navbox-background);
line-height: 1.5;
clear:both;
}
.ranger-navbox * {
border: 0;
}
.ranger-navbox .center *{
margin-left: unset;
margin-right: unset;
}
.ranger-navbox,
.ranger-navbox .ranger-section,
.ranger-navbox .ranger-listbox{
display: flex;
flex-direction: column;
gap: var(--navbox-gap);
}
.ranger-navbox .ranger-title,
.ranger-navbox .ranger-header{
text-align: center;
min-height: 1.5em;
position: relative;
z-index: 0;
font-weight: bold;
}
.ranger-navbox .ranger-title{
color: var(--navbox-title-color);
background: var(--navbox-title-background);
font-size: var(--navbox-title-font-size);
padding: var(--navbox-title-padding--y) calc(1.5em + var(--navbox-icon-offset--x)); /* left and right padding equal to the size and position of the edit/collapse buttons */
}
.ranger-navbox .ranger-title a,
.ranger-navbox .ranger-title a:visited,
.ranger-navbox .ranger-title a:hover,
.ranger-navbox .ranger-title a.external,
.ranger-navbox .ranger-title a.external:visited,
.ranger-navbox .ranger-title a.external:hover {
text-decoration: var(--navbox-title-link-decoration);
}
.ranger-navbox .ranger-title a.new,
.ranger-navbox .ranger-title a.new:visited {
text-decoration: var(--navbox-title-redlink-decoration);
}
.ranger-navbox .ranger-title a,
.ranger-navbox .ranger-title a.external,
.ranger-navbox .ranger-title a.external:visited {
color: var(--navbox-title-link-color);
}
.ranger-navbox .ranger-title a:visited{
color: var(--navbox-title-link-color--visited);
}
.ranger-navbox .ranger-title a.new,
.ranger-navbox .ranger-title a.new:visited{
color:var(--navbox-title-redlink-color);
}
.ranger-navbox .ranger-title a:hover,
.ranger-navbox .ranger-title a:visited:hover,
.ranger-navbox .ranger-title a.external:hover,
.ranger-navbox .ranger-title a.external:visited:hover {
color:var(--navbox-title-link-color--hover);
}
.ranger-navbox .ranger-header{
color: var(--navbox-header-color);
background: var(--navbox-header-background);
font-size: var(--navbox-header-font-size);
padding: var(--navbox-header-padding--y) calc(1.5em + var(--navbox-icon-offset--x)); /* left and right padding equal to the size and position of the edit/collapse buttons */
}
.ranger-navbox .ranger-sublist .ranger-header{
font-size: var(--navbox-subheader-font-size);
padding: var(--navbox-subheader-padding--y) calc(1.5em + var(--navbox-icon-offset--x)); /* left and right padding equal to the size and position of the edit/collapse buttons */
}
.ranger-navbox .ranger-header a,
.ranger-navbox .ranger-header a:visited,
.ranger-navbox .ranger-header a:hover,
.ranger-navbox .ranger-header a.external,
.ranger-navbox .ranger-header a.external:visited,
.ranger-navbox .ranger-header a.external:hover {
text-decoration: var(--navbox-header-link-decoration);
}
.ranger-navbox .ranger-header a.new,
.ranger-navbox .ranger-header a.new:visited {
text-decoration: var(--navbox-header-redlink-decoration);
}
.ranger-navbox .ranger-header a,
.ranger-navbox .ranger-header a.external,
.ranger-navbox .ranger-header a.external:visited {
color: var(--navbox-header-link-color);
}
.ranger-navbox .ranger-header a:visited{
color: var(--navbox-header-link-color--visited);
}
.ranger-navbox .ranger-header a.new,
.ranger-navbox .ranger-header a.new:visited{
color:var(--navbox-header-redlink-color);
}
.ranger-navbox .ranger-header a:hover,
.ranger-navbox .ranger-header a:visited:hover,
.ranger-navbox .ranger-header a.external:hover,
.ranger-navbox .ranger-header a.external:visited:hover {
color:var(--navbox-header-link-color--hover);
}
.ranger-navbox .ranger-meta{
font-size: var(--navbox-title-font-size);
position: absolute;
left: var(--navbox-icon-offset--x);
top: calc(var(--navbox-title-padding--y) + 0.08em); /* 0.08em: vertial offset tweak based on the icon graph */
display: block;
}
.ranger-navbox .ranger-meta .nv{
--mask: var(--icon-metalinks);
display: block;
width: 0.84em; /* based on the icon graph */
height: 0.84em;
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: 100% 100%;
mask-size: 100% 100%;
-webkit-mask-position: center center;
mask-position: center center;
background-color: var(--navbox-title-icon-color);
}
.ranger-navbox .ranger-meta .nv > a{
display: block;
width: 100%;
height: 100%;
opacity: 0;
}
.ranger-navbox .ranger-meta .nv > a > span{
display: block;
width: 100%;
height: 100%;
overflow: hidden;
}
.ranger-navbox .ranger-meta:has(.mw-selflink){
display: none;
}
.ranger-navbox,
.ranger-navbox .ranger-section{
position: relative;
}
.ranger .mw-collapsible-toggle-placeholder{
display: none;
}
.ranger-navbox .ranger-title > .ranger-title-text,
.ranger-navbox .ranger-header > .ranger-header-text{
pointer-events: none;
}
.ranger-navbox .ranger-title > .ranger-title-text a,
.ranger-navbox .ranger-header > .ranger-header-text a{
pointer-events: auto;
}
.ranger-navbox .ranger-title > .mw-collapsible-toggle,
.ranger-navbox .ranger-header > .mw-collapsible-toggle{
--mask: var(--icon-chevron-down);
position: absolute;
right: 0;
top: 0;
z-index: -1;
display: block;
width: 100%;
height: 100%;
overflow:hidden;
}
.ranger-navbox.small-collapsible-toggle-click-area .ranger-title > .mw-collapsible-toggle,
.ranger-navbox.small-collapsible-toggle-click-area .ranger-header > .mw-collapsible-toggle{
width: 1.5em;
height: 1.5em;
right: var(--navbox-icon-offset--x);
}
.ranger-navbox.small-collapsible-toggle-click-area .ranger-title > .mw-collapsible-toggle{
top: var(--navbox-title-padding--y);
}
.ranger-navbox.small-collapsible-toggle-click-area .ranger-header > .mw-collapsible-toggle{
top: var(--navbox-header-padding--y);
}
.ranger-navbox.small-collapsible-toggle-click-area .ranger-sublist .ranger-header > .mw-collapsible-toggle{
top: var(--navbox-subheader-padding--y);
}
.ranger-navbox .ranger-title > .mw-collapsible-toggle::before,
.ranger-navbox .ranger-header > .mw-collapsible-toggle::before{
content: "";
display: block;
width: 1.5em;
height: 1.5em;
position: absolute;
right: var(--navbox-icon-offset--x);
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: 100% 100%;
mask-size: 100% 100%;
-webkit-mask-position: center center;
mask-position: center center;
background-color: var(--navbox-title-icon-color);
transform: scaleY(-1);
}
.ranger-navbox .ranger-title > .mw-collapsible-toggle::before{
top: var(--navbox-title-padding--y);
}
.ranger-navbox .ranger-header > .mw-collapsible-toggle::before{
top: var(--navbox-header-padding--y);
}
.ranger-navbox .ranger-sublist .ranger-header > .mw-collapsible-toggle::before{
top: var(--navbox-subheader-padding--y);
}
.ranger-navbox.small-collapsible-toggle-click-area .ranger-title > .mw-collapsible-toggle::before,
.ranger-navbox.small-collapsible-toggle-click-area .ranger-header > .mw-collapsible-toggle::before{
top: 0;
right: 0;
}
.ranger-navbox .ranger-header > .mw-collapsible-toggle::before{
background-color: var(--navbox-header-icon-color);
}
.ranger-navbox .ranger-title > .mw-collapsible-toggle.mw-collapsible-toggle-collapsed::before,
.ranger-navbox .ranger-header > .mw-collapsible-toggle.mw-collapsible-toggle-collapsed::before{
transform: none;
}
.ranger-navbox .ranger-title > .mw-collapsible-toggle *,
.ranger-navbox .ranger-title > .mw-collapsible-toggle::after,
.ranger-navbox .ranger-header > .mw-collapsible-toggle *,
.ranger-navbox .ranger-header > .mw-collapsible-toggle::after{
display: none;
}
.ranger-navbox .ranger-list{
width: unset;
padding: var(--navbox-list-padding);
}
.ranger-navbox .ranger-above{
background: var(--navbox-above-background);
color: var(--navbox-above-color);
padding: var(--navbox-above-padding);
width: unset;
}
.ranger-navbox .ranger-below{
background: var(--navbox-below-background);
color: var(--navbox-below-color);
padding: var(--navbox-below-padding);
width: unset;
}
.ranger-navbox .ranger-sublist{
display: flex;
flex-direction: column;
gap: var(--navbox-gap);
}
.ranger-navbox .ranger-section-body{
display: grid;
gap: var(--navbox-gap);
grid-template-columns: auto minmax(0,1fr);
}
.ranger-navbox .ranger-row{
display: contents;
}
.ranger-navbox .ranger-group,
.ranger-navbox .ranger-subgroup{
text-align: var(--navbox-group-text-align);
font-weight: bold;
background: var(--navbox-group-background);
color: var(--navbox-group-color);
padding: var(--navbox-group-padding);
width: unset;
}
/* for desktop view */
.ranger-navbox.group-align-left .ranger-group,
.ranger-navbox.group-align-left .ranger-subgroup{
--navbox-group-text-align: left;
}
.ranger-navbox.group-align-center .ranger-group,
.ranger-navbox.group-align-center .ranger-subgroup{
--navbox-group-text-align: center;
}
.ranger-navbox.group-align-right .ranger-group,
.ranger-navbox.group-align-right .ranger-subgroup{
--navbox-group-text-align: right;
}
/* for mobile view */
.ranger-navbox.mobile-group-align-left .ranger-group,
.ranger-navbox.mobile-group-align-left .ranger-subgroup{
--navbox-group-text-align--mobile: left;
}
.ranger-navbox.mobile-group-align-center .ranger-group,
.ranger-navbox.mobile-group-align-center .ranger-subgroup{
--navbox-group-text-align--mobile: center;
}
.ranger-navbox.mobile-group-align-right .ranger-group,
.ranger-navbox.mobile-group-align-right .ranger-subgroup{
--navbox-group-text-align--mobile: right;
}
/* for desktop view */
.ranger-navbox.list-align-left .ranger-listbox{
--navbox-list-text-align: left;
}
.ranger-navbox.list-align-center .ranger-listbox{
--navbox-list-text-align: center;
}
.ranger-navbox.list-align-right .ranger-listbox{
--navbox-list-text-align: right;
}
/* for mobile view */
.ranger-navbox.mobile-list-align-left .ranger-listbox{
--navbox-list-text-align--mobile: left;
}
.ranger-navbox.mobile-list-align-center .ranger-listbox{
--navbox-list-text-align--mobile: center;
}
.ranger-navbox.mobile-list-align-right .ranger-listbox{
--navbox-list-text-align--mobile: right;
}
.ranger-navbox .ranger-listbox > .ranger-wrap{
text-align: var(--navbox-list-text-align);
background: var(--navbox-list-background);
color: var(--navbox-list-color);
flex-grow: 1;
}
.ranger-navbox .ranger-sublist{
flex-grow: var(--count);
}
.ranger-navbox .ranger-listbox:first-child{ /* A list-n without group-n */
grid-column-end: span 2;
}
.ranger-navbox .ranger-group,
.ranger-navbox .ranger-subgroup,
.ranger-navbox .ranger-listbox > .ranger-wrap{
display: grid;
justify-items: stretch;
align-items: center;
}
.ranger-navbox.striped-even .ranger-even,
.ranger-navbox.striped-odd .ranger-odd{
background: var(--navbox-list-background--striped);
}
/* make links use full line height (larger click box)*/
.ranger-navbox .hlist a{
display: inline-block;
}
.ranger-navbox .align-left,
.ranger-navbox .alignleft{
text-align: left;
}
.ranger-navbox .align-center,
.ranger-navbox .aligncenter{
text-align: center;
}
.ranger-navbox .align-right,
.ranger-navbox .alignright{
text-align: right;
}
/* responsive */
@media screen and (max-width: 720px) {
.ranger-navbox .ranger-section-body,
.ranger-navbox .ranger-sublist {
display: flex;
flex-flow: column;
}
.ranger-navbox .ranger-row{
display: block;
}
.ranger-navbox .ranger-group + .ranger-listbox > .ranger-sublist:first-child,
.ranger-navbox .ranger-subgroup + .ranger-listbox > .ranger-sublist:first-child{
margin-top: var(--navbox-gap);
}
.ranger-navbox .ranger-listbox.empty{
display: none;
}
.ranger-navbox .ranger-group,
.ranger-navbox .ranger-subgroup{
text-align: var(--navbox-group-text-align--mobile, left);
max-width: unset !important;
}
.ranger-navbox .ranger-group > *,
.ranger-navbox .ranger-subgroup > *{
max-width: unset !important;
}
.ranger-navbox .ranger-sublist {
padding-left: var(--navbox-tree-indent);
margin-left: var(--navbox-tree-line-indent);
}
.ranger-navbox .ranger-subgroup,
.ranger-navbox .ranger-listbox {
position:relative;
}
.ranger-navbox .ranger-group br,
.ranger-navbox .ranger-subgroup br{
display: none;
}
.ranger-navbox .ranger-listbox > .ranger-wrap{
text-align: var(--navbox-list-text-align--mobile, left);
}
.ranger-navbox .ranger-sublist > .ranger-section > .ranger-header{
margin-left: calc( 0px - var(--navbox-tree-indent) - var(--navbox-tree-line-indent));
}
.ranger-navbox .ranger-sublist .ranger-row > ::before{
position: absolute;
left: calc(0px - var(--navbox-tree-indent));
top: 0;
width: var(--navbox-tree-line-width);
height: 100%;
content: '';
display: block;
background-color: var(--navbox-tree-line-color);
}
.ranger-navbox .ranger-sublist .ranger-row > .ranger-listbox::before,
.ranger-navbox .ranger-row.empty-list > .ranger-subgroup::before{
height: calc(100% + var(--navbox-gap));
}
.ranger-navbox .ranger-sublist .ranger-row:last-child > ::before {
display: none;
}
.ranger-navbox .ranger-sublist .ranger-row:last-child > :first-child::before {
display: block;
height: calc(50% + var(--navbox-tree-line-width)/2);
}
.ranger-navbox .ranger-subgroup::after,
.ranger-navbox .empty-group > .ranger-listbox > .ranger-wrap::after{
position: absolute;
left: calc(0px - var(--navbox-tree-indent) + var(--navbox-tree-line-width));
width: calc(var(--navbox-tree-indent) - var(--navbox-tree-line-spacing) - var(--navbox-tree-line-width));
height: var(--navbox-tree-line-width);
content: '';
background-color: var(--navbox-tree-line-color);
}
/* increase height for links */
.ranger-navbox .hlist{
line-height: 2;
}
}
/**** `.pill` class: the "pill" style ****/
/* remove middle dots betweem items */
.ranger-navbox.pill .hlist dd:not(:last-child)::after,
.ranger-navbox.pill .hlist li:not(:last-child)::after{
display: none;
}
/* remove parentheses around nested lists*/
.ranger-navbox.pill .hlist dd ol::before,
.ranger-navbox.pill .hlist dd ul::before,
.ranger-navbox.pill .hlist dd dl::before,
.ranger-navbox.pill .hlist dt ol::before,
.ranger-navbox.pill .hlist dt ul::before,
.ranger-navbox.pill .hlist dt dl::before,
.ranger-navbox.pill .hlist li ol::before,
.ranger-navbox.pill .hlist li ul::before,
.ranger-navbox.pill .hlist li dl::before,
.ranger-navbox.pill .hlist dd ol::after,
.ranger-navbox.pill .hlist dd ul::after,
.ranger-navbox.pill .hlist dd dl::after,
.ranger-navbox.pill .hlist dt ol::after,
.ranger-navbox.pill .hlist dt ul::after,
.ranger-navbox.pill .hlist dt dl::after,
.ranger-navbox.pill .hlist li ol::after,
.ranger-navbox.pill .hlist li ul::after,
.ranger-navbox.pill .hlist li dl::after {
display: none;
}
/* make lists inline-flex */
.ranger-navbox.pill .hlist ul,
.ranger-navbox.pill .hlist ol,
.ranger-navbox.pill .hlist dl{
display: inline-flex;
gap: var(--navbox-pill-gap);
flex-wrap: wrap;
}
/* "pill" style for items */
.ranger-navbox.pill .hlist li,
.ranger-navbox.pill .hlist dt,
.ranger-navbox.pill .hlist dd{
padding: var(--navbox-pill-padding);
border-radius: var(--navbox-pill-border-radius);
box-shadow: var(--navbox-pill-box-shadow);
background: var(--navbox-pill-background);
/* 100% height */
display: flex;
align-items: center;
/* for nested lists */
gap: var(--navbox-pill-gap);
flex-wrap: wrap;
}
/* Add a hover / focus feedback style */
.ranger-navbox.pill .hlist dd:hover,
.ranger-navbox.pill .hlist dd:focus,
.ranger-navbox.pill .hlist dt:hover,
.ranger-navbox.pill .hlist dt:focus,
.ranger-navbox.pill .hlist li:hover,
.ranger-navbox.pill .hlist li:focus {
box-shadow: var(--navbox-pill-box-shadow--hover);
background: var(--navbox-pill-background--hover);
}
/* pill with selflink
*
* Only select the deepest level for nested lists.
* We have to use :has() to pick pills with selflink and
* all browsers which support :has() should also support :is() and :not(),
* therefore we can use :is() and :not() here safely.
*/
.ranger-navbox.pill .hlist .ranger-list :is(li,dt,dd):has(.mw-selflink):not(:has(li, dt, dd)){
background: var(--navbox-pill-selflink-background);
}
/**** `.pill-mobile` class: only apply the "pill" style on mobile ****/
@media screen and (max-width: 720px) {
/* remove middle dots betweem items */
.ranger-navbox.pill-mobile .hlist dd:not(:last-child)::after,
.ranger-navbox.pill-mobile .hlist li:not(:last-child)::after{
display: none;
}
/* remove parentheses around nested lists*/
.ranger-navbox.pill-mobile .hlist dd ol::before,
.ranger-navbox.pill-mobile .hlist dd ul::before,
.ranger-navbox.pill-mobile .hlist dd dl::before,
.ranger-navbox.pill-mobile .hlist dt ol::before,
.ranger-navbox.pill-mobile .hlist dt ul::before,
.ranger-navbox.pill-mobile .hlist dt dl::before,
.ranger-navbox.pill-mobile .hlist li ol::before,
.ranger-navbox.pill-mobile .hlist li ul::before,
.ranger-navbox.pill-mobile .hlist li dl::before,
.ranger-navbox.pill-mobile .hlist dd ol::after,
.ranger-navbox.pill-mobile .hlist dd ul::after,
.ranger-navbox.pill-mobile .hlist dd dl::after,
.ranger-navbox.pill-mobile .hlist dt ol::after,
.ranger-navbox.pill-mobile .hlist dt ul::after,
.ranger-navbox.pill-mobile .hlist dt dl::after,
.ranger-navbox.pill-mobile .hlist li ol::after,
.ranger-navbox.pill-mobile .hlist li ul::after,
.ranger-navbox.pill-mobile .hlist li dl::after {
display: none;
}
/* make lists inline-flex */
.ranger-navbox.pill-mobile .hlist ul,
.ranger-navbox.pill-mobile .hlist ol,
.ranger-navbox.pill-mobile .hlist dl{
display: inline-flex;
gap: var(--navbox-pill-gap);
flex-wrap: wrap;
}
/* "pill" style for items */
.ranger-navbox.pill-mobile .hlist li,
.ranger-navbox.pill-mobile .hlist dt,
.ranger-navbox.pill-mobile .hlist dd{
/* 100% height */
display: flex;
align-items: center;
/* for nested lists */
gap: var(--navbox-pill-gap);
flex-wrap: wrap;
}
/* "pill" style for items */
.ranger-navbox.pill-mobile .hlist li,
.ranger-navbox.pill-mobile .hlist dt,
.ranger-navbox.pill-mobile .hlist dd{
padding: var(--navbox-pill-padding);
border-radius: var(--navbox-pill-border-radius);
box-shadow: var(--navbox-pill-box-shadow);
background: var(--navbox-pill-background);
/* 100% height */
display: flex;
align-items: center;
/* for nested lists */
gap: var(--navbox-pill-gap);
flex-wrap: wrap;
}
/* Add a hover / focus feedback style */
.ranger-navbox.pill-mobile .hlist dd:hover,
.ranger-navbox.pill-mobile .hlist dd:focus,
.ranger-navbox.pill-mobile .hlist dt:hover,
.ranger-navbox.pill-mobile .hlist dt:focus,
.ranger-navbox.pill-mobile .hlist li:hover,
.ranger-navbox.pill-mobile .hlist li:focus {
box-shadow: var(--navbox-pill-box-shadow--hover);
background: var(--navbox-pill-background--hover);
}
/* pill with selflink
*
* Only select the deepest level for nested lists.
* We have to use :has() to pick pills with selflink and
* all browsers which support :has() should also support :is() and :not(),
* therefore we can use :is() and :not() here safely.
*/
.ranger-navbox.pill-mobile .hlist .ranger-list :is(li,dt,dd):has(.mw-selflink):not(:has(li, dt, dd)){
background: var(--navbox-pill-selflink-background);
}
}
/*********************
* End Template:Navbox*
**********************/
5fdc9c4935784cf36a4b32ad447a2f5cb4589222
MediaWiki:Gadgets/ranger
8
243
267
2025-06-02T23:05:26Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"package": false,
"default": true,
"hidden": true,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [
"Pages with navboxes"
],
"namespaces": [],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"variables.css",
"main.css",
"custom.css"
],
"dependencies": [],
"type": "styles"
}
}
0e59fa9520b52214b9fedaecae9f41d86afd197f
MediaWiki:Gadgets/druid
8
244
268
2025-06-02T23:05:26Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"package": false,
"section": "",
"default": true,
"hidden": true,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [
"Pages with DRUID infoboxes"
],
"namespaces": [],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"variablesEditMe.css",
"mainReadonly.css",
"customEditMe.css"
],
"dependencies": [],
"type": "styles"
}
}
5c21b27bf41aba17b090e0d888010c308bd5d0bb
MediaWiki:Gadgets/druid/mainReadonly.css
8
245
269
2025-06-02T23:05:27Z
ARTIFICER
564804
Importing default loadout
css
text/css
/* --------------------------------------------- */
/* Do not edit this file please */
/* You can edit variablesEditMe and customEditMe */
/* --------------------------------------------- */
.druid-container {
border: 4px solid var(--druid-border-color);
border-radius: 3px;
background: var(--druid-background-color);
float: right;
clear: right;
margin: 0 0 1em 1em;
width:100%;
max-width:22em;
box-sizing: border-box;
border-collapse: collapse;
}
@media screen and (max-width: 720px) {
.druid-container {
float: none;
margin: 0.5rem auto;
}
}
.druid-main-images-file,
.druid-main-image {
text-align:center;
}
.druid-infobox .druid-title,
.druid-infobox .druid-section {
background:var(--druid-secondary-background-color); /* fallback */
background:color-mix(in srgb, var(--druid-secondary-background-color) 75%, transparent);
color:var(--druid-secondary-background-label-color);
text-align:center;
font-size:1.5em;
padding:1px;
}
.druid-infobox .druid-section {
font-size: 1.25em;
font-weight: 500;
}
.druid-infobox .druid-collapsible .druid-section {
flex-grow: 1;
}
.druid-label {
font-weight:bold;
text-align: right;
box-sizing: border-box;
}
.druid-row > .druid-label {
width: 48%;
flex-shrink: 0;
}
.druid-row > .druid-label,
.druid-row > .druid-data {
padding-inline: 0.3em;
}
.druid-main-image,
.druid-main-images {
padding:5px;
}
.druid-main-image img,
.druid-main-images img {
max-width:100%;
height:auto;
}
.druid-main-images-labels {
display:flex;
flex-direction:row;
flex-wrap:wrap;
justify-content: space-evenly;
margin:0.25em;
gap:0.25em;
}
.druid-main-images-label {
cursor:pointer;
flex:1 1 auto;
text-align:center;
transition:.1s ease-in;
outline:1px solid var(--druid-link-color);
}
.druid-main-images-label.focused {
background:var(--druid-link-color);
color:var(--druid-link-label-color);
}
.druid-main-images-label:not(.focused):hover {
background:var(--druid-link-color); /* fallback */
background:color-mix(in srgb, var(--druid-link-color) 25%, transparent);
}
.druid-toggleable-data:not(.focused),
.druid-main-images-file:not(.focused),
.druid-toggleable-heading:not(.focused),
.druid-row:not(:has(.druid-grid)):has(.druid-toggleable-data-empty.focused),
.druid-grid-item:has(.druid-toggleable-data-empty.focused),
.druid-section:has(.druid-toggleable-heading-empty.focused),
.druid-section-container:has(.druid-toggleable-data-empty.focused):not(:has(.druid-toggleable-data-nonempty.focused)):not(:has(.druid-data-nonempty)) {
display:none;
}
.druid-grid {
display:grid;
gap: 0.3em;
padding: 0.35em;
}
.druid-grid-item {
background:var(--druid-tertiary-background-color);
padding:0.25em;
border:1px solid var(--druid-border-color); /* fallback */
border:1px solid color-mix(in srgb, var(--druid-border-color) 50%, transparent);
border-radius: 2px;
}
.druid-grid-item .druid-label,
.druid-grid-item .druid-data {
text-align: center;
}
.druid-data-wide {
width:100%;
}
.druid-section-container > .druid-collapsible {
display: flex;
justify-content: space-between;
align-items: center;
}
.druid-collapsed {
display:none !important;
}
.druid-collapsible {
cursor:pointer;
position:relative;
}
.druid-collapsible::after {
content: "";
display: block;
position: absolute;
right: 10px;
width: 20px;
height: 20px;
--mask: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='20' height='20' viewBox='0 0 20 20'%3E%3Ctitle%3E collapse %3C/title%3E%3Cpath d='M1 13.75l1.5 1.5 7.5-7.5 7.5 7.5 1.5-1.5-9-9-9 9z'/%3E%3C/svg%3E") no-repeat;
-webkit-mask: var(--mask);
mask: var(--mask);
-webkit-mask-size: 100% 100%;
mask-size: 100% 100%;
-webkit-mask-position: center center;
mask-position: center center;
background-color: var(--druid-secondary-background-label-color);
}
.druid-collapsible-collapsed::after {
transform: rotate(180deg);
}
/*****************************************
Div support
*****************************************/
div.druid-row {
display:flex;
margin-block: 1px;
}
div.druid-row + div.druid-row {
margin-top: 0;
}
div.druid-row > .druid-label {
background: var(--druid-tertiary-background-color);
}
.druid-infobox .druid-title {
font-weight: 700;
}
.druid-infobox #toc {
display:none;
}
/********
Custom display classes
*********/
div.druid-stacked.druid-row,
.druid-stacked div.druid-row {
flex-direction: column;
}
.druid-stacked.druid-row > .druid-label,
.druid-stacked .druid-row > .druid-label {
text-align: left;
width: 100%;
flex-basis:unset;
}
.druid-stacked.druid-row > .druid-data,
.druid-stacked .druid-row > .druid-data {
padding-left: .75em;
}
/* --------------------------------------------- */
/* Do not edit this file please */
/* You can edit variablesEditMe and customEditMe */
/* --------------------------------------------- */
b012f61bd994e50b85508138467794f6a296ed2d
MediaWiki:Gadgets/druid/variablesEditMe.css
8
246
270
2025-06-02T23:05:27Z
ARTIFICER
564804
Importing default loadout
css
text/css
/* These variables are designed to inherit from your wiki's color variables.
If your wiki uses a different naming scheme, change the inner names to match yours.
If your wiki doesn't use color variables you should consider doing so,
otherwise you can replace the inner variables or the fallback values with colors that match your wiki.
*/
/* Light and dark are separated to make it easier for you to do local customizations but in the default version they are identical */
:root, .view-light .druid-container {
--druid-background-color: var(--wiki-content-background-color, #ffffff);
--druid-secondary-background-color: var(--wiki-accent-color, #36c);
--druid-secondary-background-label-color: var(--wiki-accent-label-color, #fff);
--druid-tertiary-background-color: var(--wiki-content-background-color--secondary, #eaecf0);
--druid-border-color: var(--wiki-content-border-color, #a7d7f9);
--druid-link-color: var(--wiki-content-link-color, #0645ad);
--druid-link-label-color: var(--wiki-content-link-label-color, #fff);
}
.view-dark .druid-container {
--druid-background-color: var(--wiki-content-background-color, #ffffff);
--druid-secondary-background-color: var(--wiki-accent-color, #36c);
--druid-secondary-background-label-color: var(--wiki-accent-label-color, #fff);
--druid-tertiary-background-color: var(--wiki-content-background-color--secondary, #eaecf0);
--druid-border-color: var(--wiki-content-border-color, #a7d7f9);
--druid-link-color: var(--wiki-content-link-color, #0645ad);
--druid-link-label-color: var(--wiki-content-link-label-color, #fff);
}
8cf88860d6782aac5b9b65a990d7eddfd5c5c3f2
MediaWiki:Gadgets/druid/customEditMe.css
8
247
271
2025-06-02T23:05:28Z
ARTIFICER
564804
Importing default loadout
css
text/css
/* Custom DRUID styles should go here */
7ecb3c635f03ba714e419c200113f47043f0e358
MediaWiki:Gadgets/druid/doc
8
248
272
2025-06-02T23:05:28Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
<includeonly>This gadget provides styles for {{ml|Infobox}}. You can customize:
* [[MediaWiki:Gadgets/druid/variablesEditMe.css]] - to customize the built-in variables (e.g. if you want to make the color of your infobox not match the wiki accent color). This file will load '''first''' out of all of the DRUID CSS files.
* [[MediaWiki:Gadgets/druid/customEditMe.css]] - to otherwise customize DRUID (e.g. if you want to change the padding, or add a border image, something that's not supported through variables. This file will load '''last''' out of all of the DRUID CSS files, so all rules here will overwrite rules in [[MediaWiki:Gadgets/druid/mainReadonly.css]] with equal specificity.
Please do NOT modify [[MediaWiki:Gadgets/druid/mainReadonly.css]]!! That page may be updated by wiki.gg staff via script, and the updates will not function if you modify it.
More documentation can be found at [[support:DRUID infoboxes|DRUID infoboxes]]<!--
--></includeonly><noinclude>This is the documentation page for [[{{#titleparts:{{FULLPAGENAME}}|-1}}]].</noinclude>
2813eb77787e37161b0ed7e4e85c9f5f2d7ad92e
MediaWiki:Newarticletext
8
249
273
2025-06-02T23:05:29Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
You have followed a link to a page that does not exist yet.
To create the page, start typing in the box below (see the [$1 help page] for more info).
If you are here by mistake, click your browser's <strong>back</strong> button.
778f9ef242eb3058ef30ed3325b901adb762a2af
MediaWiki:Gadgets
8
250
274
2025-06-02T23:05:29Z
ARTIFICER
564804
Importing default loadout
wikitext
text/x-wiki
See also: [[Special:Gadgets]] for a list of all installed gadgets, formatted in a friendly way.
{{Special:PrefixIndex/MediaWiki:Gadgets}}
14815d26ea4ae878b5e77e1781eeb35cd742ad2c
MediaWiki:Gadgets/druidScripts
8
251
275
2025-06-02T23:05:30Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"default": true,
"hidden": true,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [
"Pages with DRUID infoboxes"
],
"namespaces": [],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"main.js"
],
"dependencies": [
"jquery"
],
"type": "general"
}
}
5df47905f5c565c4a5c0da774413a6dee76eb7d1
MediaWiki:Gadgets/druidScripts/main.js
8
252
276
2025-06-02T23:05:30Z
ARTIFICER
564804
Importing default loadout
javascript
text/javascript
mw.hook( 'wikipage.content' ).add( () => {
$( '.druid-title-tab' ).off( 'click' )
.on( 'click', function () {
const $parent = $( this ).closest( '.druid-container' );
$parent.find( '.druid-toggleable' ).removeClass( 'focused' );
const i = $( this ).attr( 'data-druid' );
$parent.find( `.druid-toggleable[data-druid="${i}"]` ).addClass( 'focused' );
} );
$( '.druid-section-tab' ).off( 'click' )
.on( 'click', function () {
const $parent = $( this ).closest( '.druid-section-container' );
$parent.find( '.druid-toggleable' ).removeClass( 'focused' );
const i = $( this ).attr( 'data-druid' );
$parent.find( `.druid-toggleable[data-druid="${i}"]` ).addClass( 'focused' );
} );
$( '.druid-collapsible' ).off( 'click' )
.on( 'click', function () {
const kind = $( this ).attr( 'data-druid-section' );
$( this )
.toggleClass( 'druid-collapsible-collapsed' )
.closest( '.druid-container' )
.find( `[data-druid-section-row="${kind}"]` )
.toggleClass( 'druid-collapsed' );
} );
} );
/* End DRUID */
af8f73fc414f3fc0dae8d97a044675e9912fa457
MediaWiki:Gadgets/discordTemplate
8
253
277
2025-06-02T23:05:31Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"package": true,
"default": true,
"hidden": true,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [
"Pages with Discord embeds"
],
"namespaces": [],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"main.js"
],
"dependencies": [
"jquery"
],
"type": "general"
}
}
1232b7fbe2ff589295233393f6f387cf52793a2a
MediaWiki:Gadgets/discordTemplate/main.js
8
254
278
2025-06-02T23:05:31Z
ARTIFICER
564804
Importing default loadout
javascript
text/javascript
/**
* DiscordCompact.js
* ----------------------
* A very simple script to display a Discord widget.
* Version 0.0.2
* https://support.wiki.gg/wiki/DiscordCompact
* ----------------------
*/
$(function() {
var widget = $("#content #discord-compact-widget");
// Bail out if we didn't find a widget.
if (!widget.length) return;
var id = widget.attr("data-id");
// Ensure that the id is not blank.
if (id === "") throw new Error("DiscordCompact has a blank server id!");
// Ensure that the id consists only of numbers and is at least 17 characters long.
if (!new RegExp("^[0-9]{17}[0-9]+$").test(id)) throw new Error("DiscordCompact has an invalid server id!");
var apiBase = "https://discord.com/api/guilds/" + id;
// Get some information about the server, such as online member count and invite url.
// This also tells us if the server exists or has widgets disabled, so we look out for that too.
$.ajax(apiBase + "/widget.json").fail(function(req){
if (!req.responseJSON) throw new Error("DiscordCompact encountered an unknown error whilst fetching widget.json (status: " + req.status);
switch (req.responseJSON.code) {
case 10004:
throw new Error("DiscordCompact has a valid server id, but no such server exists!");
case 50004:
throw new Error("DiscordCompact has a valid server id, but that server has widgets disabled!");
default:
throw new Error("DiscordCompact encountered an unknown error whilst fetching widget.json (status: " + req.status + "; code: " + req.responseJSON.code + ")");
}
}).done(function(res){
const inviteURL = res.instant_invite;
// Warn if we can't get an invite URL.
if (inviteURL == null) console.warn("DiscordCompact cannot get an invite URL; does this server have an invite channel set in Widget settings?");
// Now get the widget image.
$.ajax({url: apiBase + "/widget.png?style=banner2", xhrFields: {responseType: "blob"}}).fail(function(req){
if (!req.responseJSON) throw new Error("DiscordCompact encountered an unknown error whilst fetching widget.png! (status: " + req.status);
throw new Error("DiscordCompact encountered an unknown error whilst fetching widget.png! (status: " + req.status + "; code: " + req.responseJSON.code + ")");
}).done(function(blob){
// Convert the image data into base64. This prevents us having to make the client request it a second time.
const imageReader = new FileReader();
imageReader.readAsDataURL(blob);
imageReader.onloadend = function() {
const b64Data = imageReader.result;
// Replace the widget with an <a> tag
widget.replaceWith(function() {
return $("<a>", {
id: widget.attr("id"),
class: widget.attr("class"),
style: widget.attr("style"),
alt: "Discord server widget",
href: inviteURL
});
});
// We need to grab the widget again to update it.
widget = $("#discord-compact-widget");
// Setup the CSS so that the image is displayed.
widget.css("display", "block");
widget.css("max-height", "76px");
widget.css("max-width", "320px");
// Create the image.
const widgetImage = document.createElement("img");
widgetImage.src = b64Data;
widgetImage.style.width = "100%";
widgetImage.style.height = "100%";
widgetImage.style.borderRadius = "5px";
widget.append(widgetImage);
// Prevent image dragging.
widget.on("dragstart", function(e) { e.preventDefault(); });
// We're done here.
console.log("DiscordCompact loaded successfully!");
}
});
});
});
/**
* based on https://dev.fandom.com/wiki/MediaWiki:DiscordIntegrator/code.js
*
* used by other wikis.
*/
$(function() {
'use strict';
var mconfig = mw.config.get([
'wgContentLanguage',
'wgUserLanguage',
'wgUserName'
]);
if (window.DiscordIntegratorLoaded) {
return;
}
window.DiscordIntegratorLoaded = true;
/**
* Main object
* @static
*/
var DiscordIntegrator = {
/**
* Initializing
*/
init: function() {
mw.hook('wikipage.content').add($.proxy(this.insertToContent, this));
},
/**
* Finding the designated places in content
* in which to place the widget and placing it
*/
insertToContent: function($content) {
$content.find('.DiscordIntegrator:not(.loaded)').each($.proxy(function(cabbage, el) {
el = $(el);
el.html(this.generateContent(el.data())).addClass('loaded');
}, this));
},
/**
* Determines the theme of the widget.
* @param {string} config Configured theme
* @return {string} 'light' or 'dark' depending on the wiki theme and configuration
*/
determineTheme: function(config) {
// If explicitly configured to light or dark.
if (config === 'dark') {
return 'dark';
}
if (config === 'light') {
return 'light';
}
/** If not configured **/
// try to determine based on wiki theme (set by themeToggle):
var clas = $(':root').attr('class');
var regex = /(^|\s)theme-(\w+)(\s|$)/;
var match = clas.match(regex);
if(match){
var wikiThemeName = match[2];
if(typeof(config) === 'object' && config !== null){ //with json theme config
if(config[wikiThemeName]){
return config[wikiThemeName];
}
}
if(wikiThemeName === 'light'){
return 'light';
}
if(wikiThemeName === 'dark'){
return 'dark';
}
}
// Otherwise, default to dark.
return 'dark';
},
/**
* Generating widget content from an object
* @return {string} Content of the widget
*/
generateContent: function(config) {
if (!config.id || !String(config.id).match(/\d{17,19}/)) {
return "Error: ID of the widget is malformed or not supplied, please see <a href='https://support.wiki.gg/wiki/DiscordWidget' title='the instructions'>the instructions</a> for how to find your server's ID. Please make sure you are not inserting <strong>the DiscordIntegrator template</strong> when asked for <strong>your widget ID</strong>.";
}
if (
(
config.loggedIn === true ||
Boolean(config['logged-in']) === true &&
config['logged-in'] !== 'false' &&
config['logged-in'] !== '{{{loggedIn}}}'
) && !mconfig.wgUserName
) {
return "Please <a href='/Special:UserLogin' title='log in'>log in</a> to see this widget.";
}
var username = config.username === '@disabled' ?
'' :
config.username === '@function' &&
typeof window.DiscordIntegratorGetUsername === 'function' ?
window.DiscordIntegratorGetUsername() :
config.username || mconfig.wgUserName;
return mw.html.element('iframe', {
src: 'https://discord.com/widget?id=' + config.id +
'&theme=' + this.determineTheme(config.theme) +
'&username=' + encodeURIComponent(username),
width: config.width || '100%',
height: config.height || '400px',
allowtransparency: 'true',
frameborder: '0',
title: "Discord server widget"
});
}
};
DiscordIntegrator.init();
});
1e1fd5704120cf67e15a757bd964c7295bdb464e
MediaWiki:Gadgets/luaImportLinks
8
255
279
2025-06-02T23:05:32Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"package": true,
"default": true,
"hidden": true,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [],
"namespaces": [
828
],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"main.js"
],
"dependencies": [
"jquery"
],
"type": "general"
}
}
e5843d78effc2d04aa1fde18970885a1845ae525
MediaWiki:Gadgets/luaImportLinks/main.js
8
256
280
2025-06-02T23:05:33Z
ARTIFICER
564804
Importing default loadout
javascript
text/javascript
/* Link to imported modules from Lua code */
$(function() {
var config = mw.config.get([
'wgCanonicalNamespace',
'wgFormattedNamespaces'
]);
if (config.wgCanonicalNamespace !== 'Module') {
return;
}
var localizedNamespace = config.wgFormattedNamespaces[828];
$('.s1, .s2, .s').each(function() {
var $this = $(this);
var html = $this.html();
var quote = html[0];
var isLongStringQuote = quote === '[';
var quoteRE = new RegExp('^\\' + quote + '|\\' + quote + '$', 'g');
if (isLongStringQuote) {
quoteRE = /^\[\[|\]\]$/g;
}
var name = html.replace(quoteRE, '');
var isEnglishPrefix = name.startsWith('Module:');
var isLocalizedPrefix = name.startsWith(localizedNamespace + ':');
var isDevPrefix = name.startsWith('Dev:');
if (isEnglishPrefix || isLocalizedPrefix || isDevPrefix) {
var attrs = {
href: mw.util.getUrl(name)
};
if (isDevPrefix) {
attrs.href = 'https://commons.wiki.gg/wiki/Module:' + mw.util.wikiUrlencode(name.replace('Dev:', ''));
attrs.target = '_blank';
attrs.rel = 'noopener';
}
var link = mw.html.element('a', attrs, name);
var str = quote + link + quote;
if (isLongStringQuote) {
str = '[[' + link + ']]';
}
$this.html(str);
}
});
});
dc09796545586723653a906ae1fed87411f49536
MediaWiki:Gadgets/spoilers/main.js
8
257
281
2025-06-02T23:05:33Z
ARTIFICER
564804
Importing default loadout
javascript
text/javascript
/* [[Template:Spoiler]] */
mw.hook('wikipage.content').add(function() {
$('.spoiler-content')
.off('click') // in case this code is loaded twice
.on('click', function(e){
$(this).toggleClass('show');
}).find('a').on('click', function(e){
e.stopPropagation();
});
});
/* End Template:Spoiler */
c96e5a798a1781287a56037db79ab9094a3eae2b
MediaWiki:Gadgets/spoilers
8
258
282
2025-06-02T23:05:34Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"package": true,
"default": true,
"hidden": true,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [
"Pages with spoilers"
],
"namespaces": [],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"main.js"
],
"dependencies": [
"jquery"
],
"type": "general"
}
}
e2aacbae968c704385f3937e6b0004f263907193
MediaWiki:Gadgets/charInserts
8
259
283
2025-06-02T23:05:35Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"package": true,
"default": true,
"hidden": true,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [
"edit"
],
"categories": [],
"namespaces": [],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"main.js"
],
"dependencies": [
"jquery"
],
"type": "general"
}
}
518bbdc62f3fe767736f2de6ee9ba2b7eb9ab0a8
MediaWiki:Gadgets/charInserts/main.js
8
260
284
2025-06-02T23:05:35Z
ARTIFICER
564804
Importing default loadout
javascript
text/javascript
$(function() {
$('.mw-charinsert-item').each(function() {
$(this).text($(this).closest('div').attr('data-ci-label'));
$(this).css('display', 'inline-block');
});
$('.ci-loading-text').css('display','none');
});
daabc4b17b7729432f5c146630a0715a7abc13e9
MediaWiki:Gadgets/themeColorEditor
8
261
285
2025-06-02T23:05:36Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"package": true,
"default": true,
"hidden": true,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [],
"namespaces": [
8
],
"contentModels": [
"css"
],
"rights": [
"editinterface"
]
},
"module": {
"pages": [
"main.js"
],
"dependencies": [],
"type": "general"
}
}
294a47ed0bd03228625e8241b69d9f11fadd0390
MediaWiki:Gadgets/themeColorEditor/main.js
8
262
286
2025-06-02T23:05:36Z
ARTIFICER
564804
Importing default loadout
javascript
text/javascript
$(function() {
if (mw.config.get('wgPageName') != "MediaWiki:Common.css") return;
mw.loader.load( 'https://commons.wiki.gg/load.php?lang=en&modules=ext.gadget.themeColorEditorScript&skin=vector&maxage=360&smaxage=360' )
});
a6d1c6789815c3c323c2afd84def2c1ca23d5efe
MediaWiki:Gadgets/ranger/variables.css
8
263
287
2025-06-02T23:05:37Z
ARTIFICER
564804
Importing default loadout
css
text/css
.ranger-navbox{
--navbox-background: var(--wiki-content-background-color); /* for entire navbox */
--navbox-margin: 0.5em auto;
--navbox-padding: 4px;
--navbox-gap: 3px; /* when using zero-value, it must be 0px */
--navbox-outer-border-color: var(--wiki-content-border-color--accent);
--navbox-outer-border-width: 1px;
--navbox-outer-border-style: solid;
--navbox-outer-border-radius: 0px;
--navbox-font-size: calc(1em - 2px);
--navbox-title-color: var(--wiki-accent-label-color);
--navbox-title-font-size: calc(125%);
--navbox-title-background: var(--wiki-accent-color);
--navbox-title-icon-color: var(--wiki-accent-label-color);
--navbox-title-link-color: var(--navbox-title-color);
--navbox-title-link-color--visited: var(--navbox-title-link-color);
--navbox-title-link-color--hover: var(--wiki-accent-link-color);
--navbox-title-redlink-color: var(--navbox-title-link-color);
--navbox-title-link-decoration: underline solid;
--navbox-title-redlink-decoration: underline wavy;
--navbox-title-padding--y: 0.5em;
--navbox-above-background: color-mix(in srgb, var(--wiki-content-text-color) 15%, transparent);
--navbox-above-color: var(--wiki-content-text-color);
--navbox-above-padding: var(--navbox-list-padding);
--navbox-below-background: var(--navbox-above-background);
--navbox-below-color: var(--navbox-above-color);
--navbox-below-padding: var(--navbox-above-padding);
--navbox-header-color: var(--navbox-title-color);
--navbox-header-font-size: calc(110%);
--navbox-header-background: var(--navbox-title-background);
--navbox-header-icon-color: var(--navbox-title-icon-color);
--navbox-header-link-color: var(--navbox-title-link-color);
--navbox-header-link-color--visited: var(--navbox-title-link-color--visited);
--navbox-header-link-color--hover: var(--navbox-title-link-color--hover);
--navbox-header-redlink-color: var(--navbox-title-redlink-color);
--navbox-header-link-decoration: var(--navbox-title-link-decoration);
--navbox-header-redlink-decoration: var(--navbox-title-redlink-decoration);
--navbox-header-padding--y: 0.3em;
--navbox-subheader-font-size: calc(100%);
--navbox-subheader-padding--y: calc(var(--navbox-header-padding--y)/2);
--navbox-list-background: color-mix(in srgb, var(--wiki-content-text-color) 5%, transparent);
--navbox-list-background--striped: color-mix(in srgb, var(--wiki-content-text-color) 8%, transparent);
--navbox-list-color: var(--wiki-content-text-color);
--navbox-list-padding: 0.25em 0.5em;
/* --navbox-group-* also apply to .ranger-subgroup */
--navbox-group-text-align: left;
--navbox-group-text-align--mobile: left; /* only for mobile view */
--navbox-group-background: color-mix(in srgb, var(--wiki-accent-color) 20%, transparent);
--navbox-group-color: var(--wiki-content-text-color);
--navbox-group-padding: var(--navbox-list-padding);
--navbox-tree-line-color: color-mix(in srgb, var(--wiki-accent-color) 30%, transparent);
--navbox-tree-line-width: 2px;
--navbox-tree-indent: 1em;
--navbox-tree-line-indent: 0.5em;
--navbox-tree-line-spacing: var(--navbox-gap);
--icon-chevron-down: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' class='icon icon-tabler icon-tabler-chevron-down' width='24' height='24' viewBox='0 0 24 24' stroke-width='2' stroke='currentColor' fill='none' stroke-linecap='round' stroke-linejoin='round'%3E%3Cpath stroke='none' d='M0 0h24v24H0z' fill='none'%3E%3C/path%3E%3Cpath d='M6 9l6 6l6 -6'%3E%3C/path%3E%3C/svg%3E");
--icon-metalinks: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' class='icon icon-tabler icon-tabler-edit' width='24' height='24' viewBox='0 0 24 24' stroke-width='2' stroke='currentColor' fill='none' stroke-linecap='round' stroke-linejoin='round'%3E%3Cpath stroke='none' d='M0 0h24v24H0z' fill='none'%3E%3C/path%3E%3Cpath d='M7 7h-1a2 2 0 0 0 -2 2v9a2 2 0 0 0 2 2h9a2 2 0 0 0 2 -2v-1'%3E%3C/path%3E%3Cpath d='M20.385 6.585a2.1 2.1 0 0 0 -2.97 -2.97l-8.415 8.385v3h3l8.385 -8.415z'%3E%3C/path%3E%3Cpath d='M16 5l3 3'%3E%3C/path%3E%3C/svg%3E");
--navbox-icon-offset--x: 0.5rem; /* should be an absolute length (rem-based or px-based) */
}
.ranger-navbox.pill,
.ranger-navbox.pill-mobile{
/** vars for the "pill" style only (`.pill` and ".pill-mobile" clases) **/
--navbox-pill-gap: 0.3em;
--navbox-pill-padding: 0.25em 0.75em;
--navbox-pill-border-radius: 3px;
--navbox-pill-box-shadow: none;
--navbox-pill-background: color-mix(in srgb, var(--wiki-content-text-color) 5%, transparent);
--navbox-pill-box-shadow--hover: inset 0 0 3px var(--navbox-list-color);
--navbox-pill-background--hover: var(--navbox-pill-background);
--navbox-pill-selflink-background: color-mix(in srgb, var(--wiki-accent-color) 15%, transparent);/* background of pills with selflink in them */
/* remove list cell background */
--navbox-list-background: none;
--navbox-list-background--striped: color-mix(in srgb, var(--wiki-content-text-color) 3%, transparent);
}
.ranger-navbox.no-underline-title-links{
--navbox-title-link-color: var(--wiki-accent-link-color);
--navbox-title-link-decoration: none;
--navbox-title-redlink-decoration: none;
}
.ranger-navbox.noborder,
.ranger-navbox.no-border{
--navbox-padding: 0px;
--navbox-outer-border-width: 0px;
}
/******************************
* Fallback for older browsers *
*******************************/
@supports not (color:color-mix(in srgb, #000, transparent)) {
.ranger-navbox {
--navbox-above-background: var(--wiki-content-background-color--secondary);
--navbox-list-background: transparent;
--navbox-list-background--striped: var(--wiki-content-background-color--secondary);
--navbox-group-background: var(--wiki-content-background-color--secondary);
--navbox-tree-line-color: var(--wiki-content-background-color--secondary);
}
.ranger-navbox.pill,
.ranger-navbox.pill-mobile {
--navbox-pill-background: var(--wiki-content-background-color--secondary);
--navbox-list-background--striped: transparent;
--navbox-pill-selflink-background: var(--wiki-content-background-color--secondary);
}
}
/***************
* End fallback *
****************/
0f49887270380cdac6968f16cfc75a115818c39a
MediaWiki:Gadgets/hoverShowSpoilers
8
264
288
2025-06-02T23:05:37Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"package": false,
"default": false,
"hidden": false,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [],
"namespaces": [],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"main.css"
],
"dependencies": [],
"type": "styles"
}
}
e110b26ef7e015e5579a5eb41f366be7e37da34b
MediaWiki:Gadgets/mpEditLinks
8
265
289
2025-06-02T23:05:38Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "",
"package": true,
"default": true,
"hidden": false,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [],
"namespaces": [],
"contentModels": [],
"rights": [
"editprotected"
]
},
"module": {
"pages": [
"main.css",
"main.js"
],
"dependencies": [
"jquery",
"mediawiki.util"
],
"type": "general"
}
}
896c95a05c8010f4e27f4ae9b4ceff0ac857e576
MediaWiki:Gadgets/collapsibleSidebarSections
8
266
290
2025-06-02T23:05:38Z
ARTIFICER
564804
Importing default loadout
GadgetDefinition
application/json
{
"settings": {
"section": "appearance",
"package": true,
"default": false,
"hidden": false,
"supportsUrlLoad": false
},
"loadConditions": {
"actions": [],
"categories": [],
"namespaces": [],
"contentModels": [],
"rights": []
},
"module": {
"pages": [
"main.css",
"main.js"
],
"dependencies": [
"jquery"
],
"type": "general"
}
}
d67dc8fabaf4e1d275a3b17c42f3d707f00b707c
MediaWiki:Gadgets/collapsibleSidebarSections/main.js
8
267
291
2025-06-02T23:05:39Z
ARTIFICER
564804
Importing default loadout
javascript
text/javascript
$(function(){
// CONFIG section, you can edit this part
// a list of sections that should be collapsed by default for *all users*.
// This should be the name of the heading as listed in Mediawiki:Sidebar and is case-sensitive.
// For example, if you have '* Character_Classes' and you want that section collapsed, add 'Character_Classes' into the brackets below.
// Separate entries with commas and use underscores instead of spaces.
// Example list: ['Character_Classes', 'Items', 'External_Links']
// Please DO NOT add navigation or tb into this list, as they are expected functionality.
var INITIALLY_COLLAPSED_IDS = [];
var MIN_ACTIVATION_WIDTH = 721;
//END CONFIG
// add the p- onto ids for ease of use, if not present
INITIALLY_COLLAPSED_IDS.forEach(function(id, index){
if(!id.startsWith('p-')){
INITIALLY_COLLAPSED_IDS[index] = 'p-' + id;
}
});
var $portals = $("#mw-panel .vector-menu-portal");
var setup = function(){
$portals.each(function(index, el){
if(window.innerWidth < MIN_ACTIVATION_WIDTH) {
return;
}
var $el = $(el);
var $id = $el.attr("id");
if(!$id){
return;
}
// check if this portal should be collapsed
if(
// portal is set to be initially collapsed and user has not indicated that they want it open
(INITIALLY_COLLAPSED_IDS.includes($id) && localStorage.getItem('sidebar_c_'+$id) != "n")
|| // or
// user has indicated they want this portal collapsed
(localStorage.getItem('sidebar_c_'+$id) === "y")
){
$el.addClass('collapsed').find('.vector-menu-content').slideUp(0);
}
});
}
setup();
$(window).on('resize', setup);
$portals.on("click", "h3", function(event){
if(window.innerWidth < MIN_ACTIVATION_WIDTH) {
return;
}
var $el = $(this).parent();
var $id = $el.attr("id");
if(!$id){
return;
}
$el.toggleClass('collapsed');
if($el.hasClass('collapsed')){ // more consistent between class and slide status.
localStorage.setItem('sidebar_c_'+$id, "y");
$el.find('.vector-menu-content').slideUp('fast');
}
else{
localStorage.setItem('sidebar_c_'+$id, "n");
$el.find('.vector-menu-content').slideDown('fast');
}
});
});
63d4425138f9c81e8294fbd01a08de9e1f58256a
MediaWiki:Gadgets/collapsibleSidebarSections/main.css
8
268
292
2025-06-02T23:05:40Z
ARTIFICER
564804
Importing default loadout
css
text/css
@media screen and (min-width: 721px) {
.client-js #mw-panel .vector-menu-portal .vector-menu-heading {
cursor: pointer;
display: flex;
align-items: center;
justify-content: space-between;
transition: all 0.2s;
}
.client-js #mw-panel .vector-menu-portal .vector-menu-heading::after {
content: "";
display: block;
pointer-events: none;
width: 1em;
height: 1em;
margin-top: 1px; /* offset */
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Importing default loadout
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MediaWiki:Gadgets/vectorScripts/main.js
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ARTIFICER
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Importing default loadout
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Armor
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Created page with "'''How do Armors work?''' There are 4 Armors in total: '''Chest''', '''Head''', '''Legs''' and '''Hands'''. Every piece of Armor has '''+Life''' stat (<code>Armor's level * 2</code>), so a level 30 Armor will give you +60hp Armors can also drop with a random rarity between '''0''' grey stars (worst) and '''3''' grey stars (best). The higher the Armor's level, the higher the chance of having 2-3 stars. A '''star''' adds a bonus to one statistic (damage, healing, defen..."
wikitext
text/x-wiki
'''How do Armors work?'''
There are 4 Armors in total: '''Chest''', '''Head''', '''Legs''' and '''Hands'''. Every piece of Armor has '''+Life''' stat (<code>Armor's level * 2</code>), so a level 30 Armor will give you +60hp
Armors can also drop with a random rarity between '''0''' grey stars (worst) and '''3''' grey stars (best). The higher the Armor's level, the higher the chance of having 2-3 stars.
A '''star''' adds a bonus to one statistic (damage, healing, defense, critical, crit.mod., speed, golds or experience) by a fixed amount. The Chest has the highest bonus (+5%) followed by Head and Legs (+4%) and then Hands (+3%). Keep in mind that these '''values''' are '''doubled''' for '''crit.mod.''' , '''golds''' and '''experience'''. You can't have 2 of the same bonus in 1 Armor.
You can use an '''Armor Upgrade''' to upgrade a '''Grey Star''' to a '''Gold Star''', which will increase the power of the statistic it provides (Chest: +3% | Head, Legs and Hands: +2%)
You can use an '''Armor Reforge''' to change a specific stat of an Armor to another (randomly). Keep in mind that you will never lose your Gold Star (upgrade) by reforging it (Life can't be reforged)
'''Gear score:''' Gear Score is based on the level of your gear (max: 30), number of stars (max: 3), and stars upgraded ➔ to have '''100''' gear score you must have all '''4''' armors at level 30, with 3 stars, and all upgraded to Gold Stars)
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wikitext
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'''How do Armors work?'''
- There are 4 Armors in total: '''Chest''', '''Head''', '''Legs''' and '''Hands'''. Every piece of Armor has '''+Life''' stat (<code>Armor's level * 2</code>), so a level 30 Armor will give you +60hp
- Armors can drop with a random rarity between '''0''' grey stars (worst) and '''3''' grey stars (best). The higher the Armor's level, the higher the chance of having 2-3 stars.
- A '''star''' adds a bonus to one statistic (damage, healing, defense, critical, crit.mod., speed, golds or experience) by a fixed amount. The Chest has the highest bonus (+5%) followed by Head and Legs (+4%) and then Hands (+3%). Keep in mind that these '''values''' are '''doubled''' for '''crit.mod.''' , '''golds''' and '''experience'''. You can't have 2 of the same bonus in 1 Armor.
You can use an '''Armor Upgrade''' to upgrade a '''Grey Star''' to a '''Gold Star''', which will increase the power of the statistic it provides (Chest: +3% | Head, Legs and Hands: +2%)
You can use an '''Armor Reforge''' to change a specific stat of an Armor to another (randomly). Keep in mind that you will never lose your Gold Star (upgrade) by reforging it (Life can't be reforged)
'''Gear score:''' Gear Score is based on the level of your gear (max: 30), number of stars (max: 3), and stars upgraded ➔ to have '''100''' gear score you must have all '''4''' armors at level 30, with 3 stars, and all upgraded to Gold Stars)
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'''How do Armors work?'''
* Bulleted list item There are 4 Armors in total: '''Chest''', '''Head''', '''Legs''' and '''Hands'''. Every piece of Armor has '''+Life''' stat (<code>Armor's level * 2</code>), so a level 30 Armor will give you +60hp
- Armors can drop with a random rarity between '''0''' grey stars (worst) and '''3''' grey stars (best). The higher the Armor's level, the higher the chance of having 2-3 stars.
- A '''star''' adds a bonus to one statistic (damage, healing, defense, critical, crit.mod., speed, golds or experience) by a fixed amount. The Chest has the highest bonus (+5%) followed by Head and Legs (+4%) and then Hands (+3%). Keep in mind that these '''values''' are '''doubled''' for '''crit.mod.''' , '''golds''' and '''experience'''. You can't have 2 of the same bonus in 1 Armor.
You can use an '''Armor Upgrade''' to upgrade a '''Grey Star''' to a '''Gold Star''', which will increase the power of the statistic it provides (Chest: +3% | Head, Legs and Hands: +2%)
You can use an '''Armor Reforge''' to change a specific stat of an Armor to another (randomly). Keep in mind that you will never lose your Gold Star (upgrade) by reforging it (Life can't be reforged)
'''Gear score:''' Gear Score is based on the level of your gear (max: 30), number of stars (max: 3), and stars upgraded ➔ to have '''100''' gear score you must have all '''4''' armors at level 30, with 3 stars, and all upgraded to Gold Stars)
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'''How do Armors work?'''
* There are 4 Armors in total: '''Chest''', '''Head''', '''Legs''' and '''Hands'''. Every piece of Armor has '''+Life''' stat (<code>Armor's level * 2</code>), so a level 30 Armor will give you +60hp
* Armors can drop with a random rarity between '''0''' grey stars (worst) and '''3''' grey stars (best). The higher the Armor's level, the higher the chance of having 2-3 stars.
* A '''star''' adds a bonus to one statistic (damage, healing, defense, critical, crit.mod., speed, golds or experience) by a fixed amount. The Chest has the highest bonus (+5%) followed by Head and Legs (+4%) and then Hands (+3%). Keep in mind that these '''values''' are '''doubled''' for '''crit.mod.''' , '''golds''' and '''experience'''. You can't have 2 of the same bonus in 1 Armor.
* You can use an '''Armor Upgrade''' to upgrade a '''Grey Star''' to a '''Gold Star''', which will increase the power of the statistic it provides (Chest: +3% | Head, Legs and Hands: +2%)
* You can use an '''Armor Reforge''' to change a specific stat of an Armor to another (randomly). Keep in mind that you will never lose your Gold Star (upgrade) by reforging it (Life can't be reforged)
* '''Gear score:''' Gear Score is based on the level of your gear (max: 30), number of stars (max: 3), and stars upgraded ➔ to have '''100''' gear score you must have all '''4''' armors at level 30, with 3 stars, and all upgraded to Gold Stars)
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'''How do Armors work?'''
* There are 4 Armors in total: '''Chest''', '''Head''', '''Legs''' and '''Hands'''. Every piece of Armor has '''+Life''' stat (<code>Armor's level * 2</code>), so a level 30 Armor will give you +60hp
* Armors can drop with a random rarity between '''0''' grey stars (worst) and '''3''' grey stars (best). The higher the Armor's level, the higher the chance of having 2-3 stars.
* A '''star''' adds a bonus to one statistic (damage, healing, defense, critical, crit.mod., speed, golds or experience) by a fixed amount. The Chest has the highest bonus (+5%) followed by Head and Legs (+4%) and then Hands (+3%). Keep in mind that these '''values''' are '''doubled''' for '''crit.mod.''' , '''golds''' and '''experience'''. You can't have 2 of the same bonus in 1 Armor.
* You can use an '''Armor Upgrade''' to upgrade a '''Grey Star''' to a '''Gold Star''', which will increase the power of the statistic it provides (Chest: +3% | Head, Legs and Hands: +2%)
* You can use an '''Armor Reforge''' to change a specific stat of an Armor to another (randomly). Keep in mind that you will never lose your Gold Star (upgrade) by reforging it (Life can't be reforged)
* '''Gear score:''' Gear Score is based on the level of your gear (max: 30), number of stars (max: 3), and stars upgraded ➔ to have '''100''' gear score you must have all '''4''' armors at level 30, with 3 stars, and all upgraded to Gold Stars)
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'''How do Armors work?'''
* There are 4 Armors in total: '''Chest''', '''Head''', '''Legs''' and '''Hands'''. Every piece of Armor has +Life stat (<code>Armor's level * 2</code>), so a level 30 Armor will give you +60hp
* Armors can drop with a random rarity between '''0''' grey stars (worst) and '''3''' grey stars (best). The higher the Armor's level, the higher the chance of having 2-3 stars.
* A '''Star''' adds a bonus to one statistic (damage, healing, defense, critical, crit.mod., speed, golds or experience) by a fixed amount. The Chest has the highest bonus (+5%) followed by Head and Legs (+4%) and then Hands (+3%). Keep in mind that these values are doubled for crit.mod. , golds and experience. You can't have 2 of the same bonus in 1 Armor.
* You can use an '''Armor Upgrade''' to upgrade a Grey Star to a Gold Star, which will increase the power of the statistic it provides (Chest: +3% | Head, Legs and Hands: +2%)
* You can use an '''Armor Reforge''' to change a specific stat of an Armor to another (randomly). Keep in mind that you will never lose your Gold Star (upgrade) by reforging it (Life can't be reforged)
* '''Gear score:''' Gear Score is based on the level of your gear (max: 30), number of stars (max: 3), and stars upgraded ➔ to have '''100''' gear score you must have all '''4''' armors at level 30, with 3 stars, and all upgraded to Gold Stars)
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Stats
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Created page with "'''What are the main stats?''' * '''Damage:''' Increases the damage of all your skills. If a skill also heals based on damage, it will increase the healing part too. * '''Healing:''' Increases the healing component of all your skills, even for skills that heal based on damage. * '''Critical Chance:''' The % for any skill to be a critical hit. Healing Skills can crit too. * '''Critical Modifier:''' Normally, critical hits deals 150% damage or heals for 150% instead of..."
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'''What are the main stats?'''
* '''Damage:''' Increases the damage of all your skills. If a skill also heals based on damage, it will increase the healing part too.
* '''Healing:''' Increases the healing component of all your skills, even for skills that heal based on damage.
* '''Critical Chance:''' The % for any skill to be a critical hit. Healing Skills can crit too.
* '''Critical Modifier:''' Normally, critical hits deals 150% damage or heals for 150% instead of 100%. The Critical Modifier will increase the Critical Damage / Heal. Keep in mind armor have double the value for Critical Modifier (for example you can find +6% damage, +6% healing or +12% critical modifier)
* '''Defense:''' Reduce the damage taken by that %. Keep in mind there is a hard cap of 50% Defense (you can't go over 50%)
* '''Speed:''' Speed determines who will attack first, in the current round. If you and your opponent have the same speed, the first attacker will be chosen randomly (in PVP) while in PVE you will always go first, if you both have the same speed
'''Which are the statistics that can I find in Armors?'''
* Damage done
* Healing done
* Critical strike
* Critical modifier
* Defense
* Speed
* Experience increased
* Gold gained increased
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'''What are the main stats?'''
* '''Damage:''' Increases the damage of all your skills. If a skill also heals based on damage, it will increase the healing part too.
* '''Healing:''' Increases the healing component of all your skills, even for skills that heal based on damage.
* '''Critical Chance:''' The % for any skill to be a critical hit. Healing Skills can crit too.
* '''Critical Modifier:''' Normally, critical hits deals 150% damage or heals for 150% instead of 100%. The Critical Modifier will increase the Critical Damage / Heal. Keep in mind armor have double the value for Critical Modifier (for example you can find +6% damage, +6% healing or +12% critical modifier)
* '''Defense:''' Reduce the damage taken by that %. Keep in mind there is a hard cap of 50% Defense (you can't go over 50%)
* '''Speed:''' Speed determines who will attack first, in the current round. If you and your opponent have the same speed, the first attacker will be chosen randomly (in PVP) while in PVE you will always go first, if you both have the same speed
'''Which are the statistics that can I find in Armors?'''
* Damage done
* Healing done
* Critical strike
* Critical modifier
* Defense
* Speed
* Experience increased
* Gold gained increased
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'''What are the main stats?'''
* '''Damage:''' Increases the damage of all your skills. If a skill also heals based on damage, it will increase the healing part too.
* '''Healing:''' Increases the healing component of all your skills, even for skills that heal based on damage.
* '''Critical Chance:''' The % for any skill to be a critical hit. Healing Skills can crit too.
* '''Critical Modifier:''' Normally, critical hits deals 150% damage or heals for 150% instead of 100%. The Critical Modifier will increase the Critical Damage / Heal. Keep in mind armor have double the value for Critical Modifier (for example you can find +6% damage, +6% healing or +12% critical modifier)
* '''Defense:''' Reduce the damage taken by that %. Keep in mind there is a hard cap of 50% Defense (you can't go over 50%)
* '''Speed:''' Speed determines who will attack first, in the current round. If you and your opponent have the same speed, the first attacker will be chosen randomly (in PVP) while in PVE you will always go first, if you both have the same speed
'''Which are the statistics that can I find in Armors?'''
* Damage done
* Healing done
* Critical strike
* Critical modifier
* Defense
* Speed
* Experience increased
* Gold gained increased
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''What are the main stats?''
* '''Damage:''' Increases the damage of all your skills. If a skill also heals based on damage, it will increase the healing part too.
* '''Healing:''' Increases the healing component of all your skills, even for skills that heal based on damage.
* '''Critical Chance:''' The % for any skill to be a critical hit. Healing Skills can crit too.
* '''Critical Modifier:''' Normally, critical hits deals 150% damage or heals for 150% instead of 100%. The Critical Modifier will increase the Critical Damage / Heal. Keep in mind armor have double the value for Critical Modifier (for example you can find +6% damage, +6% healing or +12% critical modifier)
* '''Defense:''' Reduce the damage taken by that %. Keep in mind there is a hard cap of 50% Defense (you can't go over 50%)
* '''Speed:''' Speed determines who will attack first, in the current round. If you and your opponent have the same speed, the first attacker will be chosen randomly (in PVP) while in PVE you will always go first, if you both have the same speed
''Which are the statistics that can I find in Armors?''
* Damage done
* Healing done
* Critical strike
* Critical modifier
* Defense
* Speed
* Experience increased
* Gold gained increased
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Honor System
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Created page with "'''What can you do with Honor and Dishonor?''' * Being Honored or Dishonored change the way you are treated in the Story. You will also have special <code>[Honored]</code> or <code>[Dishonored]</code> dialogues to use, during the Main Missions or Extra Missions. * The amount of Honor or Dishonor doesn't matter, and it doesn't change the % of success of the Dialogues, which is fixed. * You can also spend Honor and Dishonor currency to: # Buy a Treasure , Gold or a Lot..."
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'''What can you do with Honor and Dishonor?'''
* Being Honored or Dishonored change the way you are treated in the Story. You will also have special <code>[Honored]</code> or <code>[Dishonored]</code> dialogues to use, during the Main Missions or Extra Missions.
* The amount of Honor or Dishonor doesn't matter, and it doesn't change the % of success of the Dialogues, which is fixed.
* You can also spend Honor and Dishonor currency to:
# Buy a Treasure , Gold or a Lottery Ticket that has a chance to give you 450 Gold.
# Get a new Extra Mission or Wanted Battle without waiting for its cooldown, surge a Treasure, or more.
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'''What can you do with Honor and Dishonor?'''
* Being Honored or Dishonored change the way you are treated in the Story. You will also have special <code>[Honored]</code> or <code>[Dishonored]</code> dialogues to use, during the Main Missions or Extra Missions.
* The amount of Honor or Dishonor doesn't matter, and it doesn't change the % of success of the Dialogues, which is fixed.
* You can also spend Honor and Dishonor currency to:
# Buy a Treasure, Gold or a Lottery Ticket that has a chance to give you 450 Gold.
# Get a new Extra Mission or Wanted Battle without waiting for its cooldown, instantly open a Treasure, or more.
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Skills
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Created page with "'''Skills Overview''' ''There are 3 types of Skills'' * '''Basic Skills:''' use them anytime, and they give you energy. * '''Energy Skills:''' spend energy to unleash stronger attacks. * '''Cooldown Skills:''' powerful, but you need to wait a bit before using them again. '''How do you upgrade a Skill? How to get 100 Skill Score?''' * To upgrade a ''Combat Skill'', you must find the specific Skill Upgrade from Treasures (which drop them randomly). You can also buy a r..."
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'''Skills Overview'''
''There are 3 types of Skills''
* '''Basic Skills:''' use them anytime, and they give you energy.
* '''Energy Skills:''' spend energy to unleash stronger attacks.
* '''Cooldown Skills:''' powerful, but you need to wait a bit before using them again.
'''How do you upgrade a Skill? How to get 100 Skill Score?'''
* To upgrade a ''Combat Skill'', you must find the specific Skill Upgrade from Treasures (which drop them randomly). You can also buy a random Skill Upgrade for 1000 Gold. Keep in mind that the cost to upgrade a Skill from Rank 2 to Rank 3, is way higher than from Rank 0 to Rank 1.
* To upgrade a ''Support Skill'' (used to help your partners in thje Final Chapter, Arena, Dungeons, and 2v2 Battles) you just have to use it enough times. For example: if a Skill requires 20/20 expertise and you are at 0/20, you have to use it 20 times, and then you can upgrade it, once it reaches 20/20)
''Skill score: Skill Score is based on the upgrades of your Combat Skill ➔ in order to have 100 skill score, you must have all 16 combat skills upgraded to Rank 3''
''Support Skill score: Support Skill Score is based on the upgrades of your Support Skill ➔ in order to have 100 (support) skill score, you must have all 8 support skills upgraded to Rank 3''
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'''Skills Overview'''
''There are 3 types of Skills''
* '''Basic Skills:''' use them anytime, and they give you energy.
* '''Energy Skills:''' spend energy to unleash stronger attacks.
* '''Cooldown Skills:''' powerful, but you need to wait a bit before using them again.
'''How do you upgrade a Skill? How to get 100 Skill Score?'''
* To upgrade a ''Combat Skill'', you must find the specific Skill Upgrade from Treasures (which drop them randomly). You can also buy a random Skill Upgrade for 1000 Gold. Keep in mind that the cost to upgrade a Skill from Rank 2 to Rank 3, is way higher than from Rank 0 to Rank 1.
* To upgrade a ''Support Skill'' (used to help your partners in thje Final Chapter, Arena, Dungeons, and 2v2 Battles) you just have to use it enough times. For example: if a Skill requires 20/20 expertise and you are at 0/20, you have to use it 20 times, and then you can upgrade it, once it reaches 20/20)
''Skill score: Skill Score is based on the upgrades of your Combat Skill ➔ in order to have 100 skill score, you must have all 16 combat skills upgraded to Rank 3''
''Support Skill score: Support Skill Score is based on the upgrades of your Support Skill ➔ in order to have 100 (support) skill score, you must have all 8 support skills upgraded to Rank 3''
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'''Skills Overview'''
''There are 3 types of Skills''
* '''Basic Skills:''' use them anytime, and they give you energy.
* '''Energy Skills:''' spend energy to unleash stronger attacks.
* '''Cooldown Skills:''' powerful, but you need to wait a bit before using them again.
'''How do you upgrade a Skill? How to get 100 Skill Score?'''
''Combat Skills''
* To upgrade a ''Combat Skill'', you must find the specific Skill Upgrade from Treasures (which drop them randomly). You can also buy a random Skill Upgrade for 1000 Gold. Keep in mind that the cost to upgrade a Skill from Rank 2 to Rank 3, is way higher than from Rank 0 to Rank 1.
* Skill Score is based on the upgrades of your Combat Skill ➔ in order to have 100 skill score, you must have all 16 combat skills upgraded to Rank 3
''Support Skills''
* To upgrade a ''Support Skill'' (used to help your partners in thje Final Chapter, Arena, Dungeons, and 2v2 Battles) you just have to use it enough times. For example: if a Skill requires 20/20 expertise and you are at 0/20, you have to use it 20 times, and then you can upgrade it, once it reaches 20/20)
* Support Skill Score is based on the upgrades of your Support Skill ➔ in order to have 100 (support) skill score, you must have all 8 support skills upgraded to Rank 3''
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'''Skills Overview'''
''There are 3 types of Skills''
* '''Basic Skills:''' use them anytime, and they give you energy.
* '''Energy Skills:''' spend energy to unleash stronger attacks.
* '''Cooldown Skills:''' powerful, but you need to wait a bit before using them again.
'''How do you upgrade a Skill? How to get 100 Skill Score?'''
''Combat Skills''
* To upgrade a ''Combat Skill'', you must find the specific Skill Upgrade from Treasures (which drop them randomly). You can also buy a random Skill Upgrade for 1000 Gold. Keep in mind that the cost to upgrade a Skill from Rank 2 to Rank 3, is way higher than from Rank 0 to Rank 1.
* Skill Score is based on the upgrades of your Combat Skill ➔ in order to have 100 skill score, you must have all 16 combat skills upgraded to Rank 3
''Support Skills''
* To upgrade a ''Support Skill'' (used to help your partners in thje Final Chapter, Arena, Dungeons, and 2v2 Battles) you just have to use it enough times. For example: if a Skill requires 20/20 expertise and you are at 0/20, you have to use it 20 times, and then you can upgrade it, once it reaches 20/20)
* Support Skill Score is based on the upgrades of your Support Skill ➔ in order to have 100 (support) skill score, you must have all 8 support skills upgraded to Rank 3''
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'''Skills Overview'''
''There are 3 types of Skills''
* '''Basic Skills:''' use them anytime, and they give you energy.
* '''Energy Skills:''' spend energy to unleash stronger attacks.
* '''Cooldown Skills:''' powerful, but you need to wait a bit before using them again.
'''How do you upgrade a Skill? How to get 100 Skill Score?'''
''Combat Skills''
* To upgrade a Combat Skill, you must find the specific Skill Upgrade from Treasures (which drop them randomly). You can also buy a random Skill Upgrade for 1000 Gold. Keep in mind that the cost to upgrade a Skill from Rank 2 to Rank 3, is way higher than from Rank 0 to Rank 1.
* Skill Score is based on the upgrades of your Combat Skill ➔ in order to have 100/100 skill score, you must have all 16 combat skills upgraded to Rank '''3'''.
''Support Skills''
* To upgrade a ''Support Skill'' (used to help your partners in thje Final Chapter, Arena, Dungeons, and 2v2 Battles) you just have to use it enough times. For example: if a Skill requires 20/20 expertise and you are at 0/20, you have to use it 20 times, and then you can upgrade it, once it reaches 20/20)
* Support Skill Score is based on the upgrades of your Support Skill ➔ in order to have 100/100 (support) skill score, you must have all 8 support skills upgraded to Rank '''3'''.
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Dungeon / PvP Queue Rules
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Created page with "'''How do Dungeons / PvP Battles / 2v2 Queue work?''' ''Level 30s can only find a match with other level 30s. This is true for every single game mode.'' * '''Dungeon:''' it requires '''3''' players to start a Dungeon. The group can be formed by either 3 players at level '''30''', or 3 players between level '''10''' and level '''29''' (enemies will be then scaled based on the average level of the heroes' group) * '''Random Battle:''' Level 30s can only fight other lev..."
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'''How do Dungeons / PvP Battles / 2v2 Queue work?'''
''Level 30s can only find a match with other level 30s. This is true for every single game mode.''
* '''Dungeon:''' it requires '''3''' players to start a Dungeon. The group can be formed by either 3 players at level '''30''', or 3 players between level '''10''' and level '''29''' (enemies will be then scaled based on the average level of the heroes' group)
* '''Random Battle:''' Level 30s can only fight other level 30s. Lower levels can find a match only against players '''5''' levels '''higher''', or '''5''' levels '''lower'''.
* '''2v2 Battles:''' Same as the Dungeon, but it requires 2 players to Queue. You can also invite a friend (or s player from Global Chat) to play 2v2 against '''Bots''', instead of queuing against other players.
* '''Chaos Battles:''' Only available to level 30s players.
* '''Rated Battles:''' Only available to level 30s players. To find a match, your rating can't be more than '''200''' points higher or lower than your opponent's.
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Azmar Quest Wiki/about
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{{Main page box/start
| title = About Azmar Quest
}}
Azmar Quest is a text-based RPG, with turn-based battles and old-school vibes. The single-player main story should last at least 20 hours, then there's a lot of additional content! And if you play online, you can also fight in PvP and play Dungeons. Choose your class and let the adventure begin!
<!--<div style="text-align:right">[[Azmar Quest|Read more...]]</div>-->
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Azmar Quest Wiki/pages
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{{Main page box/start
| title = Useful wiki pages
| class = centered-content
}}
<div class="mp-links columns-2">
* {{MP link|Community Guides|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Enemies|link=Special:Random}}
* {{MP link|Warrior|link=Special:Random}}
* {{MP link|Cleric|link=Special:Random}}
* {{MP link|Warlock / Witch|link=Special:Random}}
* {{MP link|Archer|link=Special:Random}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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{{Main page box/start
| title = Useful wiki pages
| class = centered-content
}}
<div class="mp-links columns-2">
* {{MP link|Community Guides|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Enemies|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Warrior|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Cleric|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Warlock / Witch|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Archer|image=Wiki.gg logo-pink.svg|size=92px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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{{Main page box/start
| title = Useful wiki pages
| class = centered-content
}}
<div class="mp-links columns-2">
* {{MP link|Community Guides|image=Wiki.gg logo-pink.svg|size=92px}}
* {{MP link|Enemies}}
* {{MP link|Warrior}}
* {{MP link|Cleric}}
* {{MP link|Warlock / Witch}}
* {{MP link|Archer}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Azmar Quest Wiki/external
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{{Main page box/start
| title = External links
}}
<div class="mp-links columns-2">
* {{MP link|Official site|link=https://azmar-online-eu.web.app/}}
* {{MP link|Discord|link=https://discord.gg/fTTMD6paRJ|image=Discord.svg|size=64x64px}}
* {{MP link|Bluesky|link=https://bsky.app/profile/s-games.bsky.social|image=Bluesky.svg|size=64x64px}}
* {{MP link|Facebook|link=https://www.facebook.com/azmar.official/|image=Facebook.svg|size=64x64px}}
* {{MP link|Reddit|link=https://www.reddit.com/r/Azmar/|image=Reddit.svg|size=64x64px}}
* {{MP link|X|link=https://twitter.com/s_games_apps|image=X.svg|size=64x64px}}
* {{MP link|YouTube|link=https://www.youtube.com/channel/UCEztAwbumYCfpHV11dw3__Q|image=YouTube.svg|size=64x64px}}
* {{MP link|TikTok|link=https://www.tiktok.com/@sgames.apps.mobile|image=TikTok.svg|size=64x64px}}
* {{MP link|Steam Discussions|link=https://steamcommunity.com/app/3474140/discussions/|image=Steam.svg|size=64x64px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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{{Main page box/start
| title = External links
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<div class="mp-links columns-2">
* {{MP link|Official site|link=https://azmar-online-eu.web.app/}}
* {{MP link|Facebook|link=https://www.facebook.com/azmar.official/|image=Facebook.svg|size=64x64px}}
* {{MP link|Discord|link=https://discord.gg/fTTMD6paRJ|image=Discord.svg|size=64x64px}}
* {{MP link|Reddit|link=https://www.reddit.com/r/Azmar/|image=Reddit.svg|size=64x64px}}
* {{MP link|Bluesky|link=https://bsky.app/profile/s-games.bsky.social|image=Bluesky.svg|size=64x64px}}
* {{MP link|X|link=https://twitter.com/s_games_apps|image=X.svg|size=64x64px}}
* {{MP link|YouTube|link=https://www.youtube.com/channel/UCEztAwbumYCfpHV11dw3__Q|image=YouTube.svg|size=64x64px}}
* {{MP link|TikTok|link=https://www.tiktok.com/@sgames.apps.mobile|image=TikTok.svg|size=64x64px}}
* {{MP link|Steam Discussions|link=https://steamcommunity.com/app/3474140/discussions/|image=Steam.svg|size=64x64px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Cross-Platform Guide
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Created page with "'''How can I sign-in with my Google account on iOS, or with my Apple account on my Android device?''' ''Let's say you have both an iPhone and an Android device, and you want to use the same account on both devices. You have 3 options:'' '''Option 1: Register manually from the beginning.''' Instead of signing-in with Google or Apple, you can simply choose an e-mail and register manually. You can use the same email and password on both devices. ''But what if I've alre..."
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'''How can I sign-in with my Google account on iOS, or with my Apple account on my Android device?'''
''Let's say you have both an iPhone and an Android device, and you want to use the same account on both devices. You have 3 options:''
'''Option 1: Register manually from the beginning.'''
Instead of signing-in with Google or Apple, you can simply choose an e-mail and register manually. You can use the same email and password on both devices.
''But what if I've already signed in with Google, and all my progress is there? Then proceed with the following options.''
'''Option 2: Link the accounts.'''
If your Google account is, for example, <code>waider@gmail.com</code>, and you've also used <code>waider@gmail.com</code> to create an Apple account, you can simply Sign-in with Apple, and your accounts will be linked.
''Note: you must share your e-mail when signing-in with Apple. If you use the Apple privacy option, another account with a different e-mail will be created, such as private8n9j@privaterelay.appleid.com, and you won't be able to link them.''
'''Option 3: Change Password and Login manually.'''
If you have 2 different e-mails, you can use the same account on both devices by following these steps. For example, let's say you are logged-in with Google on Android with waider@gmail.com, and you want to use this account on iOS too:
* Logout of your Account on Android, and Sign-in with Google again.
* Go to Main Menu -> Account -> Change Password (for security reasons you can only change password if you've just logged-in, hence the previous Logout and Sign-in). Let's say you set the Password to <code>Waider1234</code>
* Now, on iOS, you can click Login, and input <code>waider@gmail.com</code> with the password <code>Waider1234</code> and you're in with your Google account!
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'''How can I sign-in with my Google account on iOS, or with my Apple account on my Android device?'''
''Let's say you have both an iPhone and an Android device, and you want to use the same account on both devices. You have 3 options:''
'''Option 1: Register manually from the beginning.'''
Instead of signing-in with Google or Apple, you can simply choose an e-mail and register manually. You can use the same email and password on both devices.
''But what if I've already signed in with Google, and all my progress is there? Then proceed with the following options.''
'''Option 2: Link the accounts.'''
If your Google account is, for example, <code>waider@gmail.com</code>, and you've also used <code>waider@gmail.com</code> to create an Apple account, you can simply Sign-in with Apple, and your accounts will be linked.
''Note: you must share your e-mail when signing-in with Apple. If you use the Apple privacy option, another account with a different e-mail will be created, such as private8n9j@privaterelay.appleid.com, and you won't be able to link them.''
'''Option 3: Change Password and Login manually.'''
If you have 2 different e-mails, you can use the same account on both devices by following these steps. For example, let's say you are logged-in with Google on Android with waider@gmail.com, and you want to use this account on iOS too:
* Logout of your Account on Android, and Sign-in with Google again.
* Go to Main Menu -> Account -> Change Password (for security reasons you can only change password if you've just logged-in, hence the previous Logout and Sign-in). Let's say you set the Password to <code>Waider1234</code>
* Now, on iOS, you can click Login, and input <code>waider@gmail.com</code> with the password <code>Waider1234</code> and you're in with your Google account!
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'''How can I sign-in with my Google account on iOS, or with my Apple account on my Android device?'''
''Let's say you have both an iPhone and an Android device, and you want to use the same account on both devices. You have 3 options:''
'''Option 1: Register manually from the beginning.'''
Instead of signing-in with Google or Apple, you can simply choose an e-mail and register manually. You can use the same email and password on both devices.
''But what if, for example, I've already signed in with Google, and all my progress is there? Then proceed with the following options.''
'''Option 2: Link the accounts.'''
If your Google account is, for example, <code>waider@gmail.com</code>, and you've also used <code>waider@gmail.com</code> to create an Apple account, you can simply Sign-in with Apple, and your accounts will be linked.
''Note: you must share your e-mail when signing-in with Apple. If you use the Apple privacy option, another account with a different e-mail will be created, such as private8n9j@privaterelay.appleid.com, and you won't be able to link them.''
'''Option 3: Change Password and Login manually.'''
If you have 2 different e-mails, you can use the same account on both devices by following these steps. For example, let's say you are logged-in with Google on Android with waider@gmail.com, and you want to use this account on iOS too:
* Logout of your Account on Android, and Sign-in with Google again.
* Go to Main Menu -> Account -> Change Password (for security reasons you can only change password if you've just logged-in, hence the previous Logout and Sign-in). Let's say you set the Password to <code>Waider1234</code>
* Now, on iOS, you can click Login, and input <code>waider@gmail.com</code> with the password <code>Waider1234</code> and you're in with your Google account!
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'''How can I sign-in with my Google account on iOS, or with my Apple account on my Android device?'''
''Let's say you have both an iPhone and an Android device, and you want to use the same account on both devices. You have 3 options:''
'''Option 1: Register manually from the beginning.'''
Instead of signing-in with Google or Apple, you can simply choose an e-mail and register manually. You can use the same email and password on both devices.
''But what if, for example, I've already signed in with Google, and all my progress is there? Then proceed with the following options.''
'''Option 2: Link the accounts.'''
If your Google account is, for example, <code>waider@gmail.com</code>, and you've also used <code>waider@gmail.com</code> to create an Apple account, you can simply Sign-in with Apple, and your accounts will be linked.
''Note: you must share your e-mail when signing-in with Apple. If you use the Apple privacy option, another account with a different e-mail will be created, such as <code>private8n9j@privaterelay.appleid.com</code>, and you won't be able to link them.''
'''Option 3: Change Password and Login manually.'''
If you have 2 different e-mails, you can use the same account on both devices by following these steps. For example, let's say you are logged-in with Google on Android with waider@gmail.com, and you want to use this account on iOS too:
* Logout of your Account on Android, and Sign-in with Google again.
* Go to Main Menu ➔ Account ➔ Change Password (for security reasons you can only change password if you've just logged-in, hence the previous Logout and Sign-in). Let's say you set the Password to <code>Waider1234</code>
* Now, on iOS, you can click Login, and input <code>waider@gmail.com</code> with the password <code>Waider1234</code> and you're in with your Google account!
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'''How can I sign-in with my Google account on iOS, or with my Apple account on my Android device?'''
''Let's say you have both an iPhone and an Android device, and you want to use the same account on both devices. You have 3 options:''
'''Option 1: Register manually from the beginning.'''
Instead of signing-in with Google or Apple, you can simply choose an e-mail and register manually. You can use the same email and password on both devices.
''But what if, for example, I've already signed in with Google, and all my progress is there? Then proceed with the following options.''
'''Option 2: Link the accounts.'''
If your Google account is, for example, <code>waider@gmail.com</code>, and you've also used <code>waider@gmail.com</code> to create an Apple account, you can simply Sign-in with Apple, and your accounts will be linked.
''Note: you must share your e-mail when signing-in with Apple. If you use the Apple privacy option, another account with a different e-mail will be created, such as <code>private8n9j@privaterelay.appleid.com</code>, and you won't be able to link them.''
'''Option 3: Change Password and Login manually.'''
''If you have 2 different e-mails, you can use the same account on both devices by following these steps. For example, let's say you are logged-in with Google on Android with <code>waider@gmail.com</code>, and you want to use this account on iOS too:''
* Logout of your Account on Android, and Sign-in with Google again.
* Go to Main Menu ➔ Account ➔ Change Password (for security reasons you can only change password if you've just logged-in, hence the previous Logout and Sign-in). Let's say you set the Password to <code>Waider1234</code>
* Now, on iOS, you can click Login, and input <code>waider@gmail.com</code> with the password <code>Waider1234</code> and you're in with your Google account!
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wikitext
text/x-wiki
'''How can I sign-in with my Google account on iOS, or with my Apple account on my Android device?'''
''Let's say you have both an iPhone and an Android device, and you want to use the same account on both devices. You have 3 options:''
'''Option 1: Register manually from the beginning.'''
Instead of signing-in with Google or Apple, you can simply choose an e-mail and register manually. You can use the same email and password on both devices.
''But what if, for example, I've already signed in with Google, and all my progress is there? Then proceed with the following options.''
'''Option 2: Link the accounts.'''
If your Google account is, for example, <code>waider@gmail.com</code>, and you've also used <code>waider@gmail.com</code> to create an Apple account, you can simply Sign-in with Apple, and your accounts will be linked.
''Note: you must share your e-mail when signing-in with Apple. If you use the Apple privacy option, another account with a different e-mail will be created, such as <code>private8n9j@privaterelay.appleid.com</code>, and you won't be able to link them.''
'''Option 3: Change Password and Login manually.'''
''If you have 2 different e-mails, you can use the same account on both devices by following these steps. For example, let's say you are logged-in with Google on Android with <code>waider@gmail.com</code>, and you want to use this account on iOS too:''
* Logout of your Account on Android, and Sign-in with Google again.
* Go to Main Menu ➔ Account ➔ Change Password (for security reasons you can only change password if you've just logged-in, hence the previous Logout and Sign-in). Let's say you set the Password to <code>Waider1234</code>
* Now, on iOS, you can click Login, and input <code>waider@gmail.com</code> with the password <code>Waider1234</code> and you're in with your Google account!
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Mastery
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Created page with "'''What does Mastery do? And why can't I level up after level 30?''' The maximum level is 30. After level 30, each time you level-up, you increase ''Mastery'' instead. Mastery, currently, is only used to unlock the Veiled Realm at level 2 and the Arena at level 5. Mastery will be mainly used in the future, for new single-player content."
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'''What does Mastery do? And why can't I level up after level 30?'''
The maximum level is 30. After level 30, each time you level-up, you increase ''Mastery'' instead. Mastery, currently, is only used to unlock the Veiled Realm at level 2 and the Arena at level 5. Mastery will be mainly used in the future, for new single-player content.
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'''What does Mastery do? And why can't I level up after level 30?'''
The maximum level is 30. After level 30, each time you level-up, you increase ''Mastery'' instead.
Mastery, currently, is only used to unlock the Veiled Realm at level 2 and the Arena at level 5. Mastery will be mainly used in the future, for new single-player content.
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'''What does Mastery do? And why can't I level up after level 30?'''
* The maximum level is 30. After level 30, each time you level-up, you increase ''Mastery'' instead.
* Mastery, currently, is only used to unlock the Veiled Realm at level 2 and the Arena at level 5. Mastery will be mainly used in the future, for new single-player content.
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'''What does Mastery do? And why can't I level up after level 30?'''
* The maximum level is 30. After level 30, each time you level-up, you increase ''Mastery'' instead.
* Mastery, currently, is only used to unlock the Veiled Realm at level 2 and the Arena at level 5. Mastery will be mainly used in the future, for new single-player content.
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'''What does Mastery do? And why can't I level up after level 30?'''
* The maximum level is 30. After level 30, each time you level-up, you increase ''Mastery'' instead.
* Mastery, currently, is only used to unlock the Veiled Realm at level 2 and the Arena at level 5. Mastery will be mainly used in the future, for new single-player content.
49e3543ab957c8d9d7a14132936ff6d546a41201
Warrior
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Created page with "'''Warrior Class Guide''' ''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.'' '''Overview''' * Complexity: Low. * Gear dependency: High. * Reccomended statistics: Defense > Critical Strike > Damage Done = Critical Modifier."
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: Low.
* Gear dependency: High.
* Reccomended statistics: Defense > Critical Strike > Damage Done = Critical Modifier.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: '''Defense''' > '''Critical Strike''' > '''Damage Done''' = '''Critical Modifier'''.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: Defense > Critical Strike > Damage Done = Critical Modifier.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' > Critical Strike > Damage Done = Critical Modifier.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' > ''Critical Strike'' > ''Damage Done'' = ''Critical Modifier''.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: Defense '''>''' Critical Strike '''>''' Damage Done '''=''' Critical Modifier.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
This guide details all of the Warrior's combat and support skills. Many Warrior skills have their damage increased by either your Critical Strike chance or your Defense, making these stats particularly valuable.
==Combat Skills==
These are the primary skills used by the Warrior in combat.
===Sword Slash===
'''Description:''' Deals damage that increases based on your critical chance and generates 1 energy. If this attack is a critical hit, you gain an additional energy and are healed for 50% of the damage dealt. The healing is doubled if you are below 50% health.
'''Energy Cost:''' 0
===Swift Strike===
'''Description:''' Deals damage that increases based on your critical chance and generates 1 energy. It then steals 3% critical chance from the enemy. If the enemy has 0% critical chance, you gain 3% critical chance instead.
'''Energy Cost:''' 0
===Toxic Blade===
'''Description:''' Deals initial damage and generates 1 energy. It then applies a debuff for 3 turns that deals damage over time and grants you 1% critical chance each turn. If the debuff's damage is a critical hit, you gain 1 energy and 2% critical chance instead.
'''Energy Cost:''' 0
===Quick Guard===
'''Description:''' Deals damage and generates 1 energy. It then applies a buff for 3 turns that increases your defense by 5%. When the buff expires, you gain 1 energy and your base defense is permanently increased by 2%.
'''Energy Cost:''' 0
===Shield Bash===
'''Description:''' Deals damage that increases based on your defense and generates 1 energy. Your base defense is also permanently increased by 2%. It then has a 50% chance to apply a buff on yourself for 1 turn that increases your healing done by 50%.
'''Energy Cost:''' 0
===Life Chain===
'''Description:''' Deals damage that increases based on your defense, generates 1 energy, and heals you for 50% of the damage dealt. It also has a 50% chance to apply a buff for 3 turns that heals you for a small amount each turn.
'''Energy Cost:''' 0
===Throw Sword===
'''Description:''' Deals damage and has a 50% chance to remove 1 buff from the enemy. If your enemy has 50% or less life, this skill has double the chance to be a critical hit, and the chance to remove a buff becomes 100%.
'''Energy Cost:''' 2
===Envenom===
'''Description:''' Deals damage that increases based on your critical chance and improves your critical chance by 5%. It then applies the ''Toxic Blade'' debuff on the enemy for 2 turns. If Envenom is a critical hit, the ''Toxic Blade'' debuff is applied for 6 turns instead.
'''Energy Cost:''' 3
===Raise Shield===
'''Description:''' Deals damage that increases based on your defense. If your defense is less than 50% and you don't already have the ''Raise Shield'' buff, you gain the buff, which doubles your defense for 3 turns (up to a maximum of 50% defense).
'''Energy Cost:''' 4
===Safeguard===
'''Description:''' Deals damage, then heals you for 50% of the damage dealt and shields you for 50% of the damage dealt for 4 turns.
'''Energy Cost:''' 5
===Execute===
'''Description:''' Deals damage that increases based on your critical chance and improves your critical chance by 10%. If this skill is a critical hit, it stuns the enemy for the next turn.
'''Energy Cost:''' 6
===Bandage===
'''Description:''' Heals you for a moderate amount. If your life percentage is lower than your enemy's, this skill has triple the chance to be a critical heal. A critical heal also grants you 1 energy.
'''Cooldown:''' 3 turns.
===Protection===
'''Description:''' Applies a buff on yourself that absorbs a moderate amount of damage for 3 turns. The absorb amount is increased based on your defense. When the absorb shield is broken or expires, you gain 1 energy.
'''Cooldown:''' 3 turns.
===Deep Wound===
'''Description:''' Inflicts a debuff that deals damage each turn and reduces the enemy's healing done by 60%. This healing reduction decreases by 10% every turn. Lasts for 6 turns.
'''Cooldown:''' 5 turns.
===Retaliation===
'''Description:''' This skill activates only if there is at least one buff or debuff in play (on you or the enemy). It removes all buffs and debuffs from both players and heals you for a small amount for each effect removed.
'''Cooldown:''' 5 turns.
==Support Skills==
These skills can be used in 2v2 battles when you play as a support character.
===Voltaic Blow===
'''Description:''' Deals damage to the enemy. If it's a critical strike, it also destroys 1 of the enemy's energy.
'''Cooldown:''' 3 turns.
===Spike Shield===
'''Description:''' Deals damage and has a chance (based on your defense and skill rank) to give 1 energy to your ally.
'''Cooldown:''' 3 turns.
===Azmar Horn===
'''Description:''' If your ally is above 50% health, their damage is increased by 20-24%. If they are below 50% health, their healing done is increased by 20-24% instead. The bonus increases with skill rank.
'''Cooldown:''' 3 turns.
===Voiding Shield===
'''Description:''' Deals damage. It then has a chance (based on your defense) to cure your ally of 1 debuff, and another separate chance to remove 1 buff from the enemy.
'''Cooldown:''' 4 turns.
===Call to Arms===
'''Description:''' Increases your ally's critical chance. It also has a chance to increase their critical modifier. The values and chance are based on your own critical chance and the skill's rank.
'''Cooldown:''' 4 turns.
===Absorb Shock===
'''Description:''' Applies a buff to your ally for 3 turns that absorbs damage. The amount absorbed is based on your level, defense, skill rank, and the number of your other support skills currently on cooldown. When the shield breaks, your ally gains 1 energy.
'''Cooldown:''' 4 turns.
===Pulverize===
'''Description:''' Applies a debuff on the enemy for 5 turns. While active, the enemy's critical modifier is reduced (based on skill rank) and it deals a small amount of damage each turn.
'''Cooldown:''' 4 turns.
===Mortal Strike===
'''Description:''' Deals damage, increased by 10% for each of your other support skills on cooldown. If it's a critical hit, it stuns the enemy for 1 turn and reduces their healing done by 30%.
'''Cooldown:''' 5 turns.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
This guide details all of the Warrior's combat and support skills. Many Warrior skills have their damage increased by either your Critical Strike chance or your Defense, making these stats particularly valuable. The following values assume a Level 30 character with Rank 3 skills and default base stats.
==Combat Skills==
These are the primary skills used by the Warrior in combat.
===Sword Slash===
'''Description:''' Deals '''53 - 65''' damage, plus additional damage based on your critical chance, and generates 1 energy. If this attack is a critical hit, you gain an additional energy and are healed for 50% of the damage dealt (approx. '''27 - 33''' life). The healing is doubled if you are below 50% health.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your bread-and-butter attack. The healing on a critical hit provides excellent survivability, making this a reliable choice throughout a fight, especially when you need to conserve energy. It scales well with a high Critical Strike chance.
===Swift Strike===
'''Description:''' Deals '''48 - 58''' damage, plus additional damage based on your critical chance, and generates 1 energy. It then steals 3% critical chance from the enemy. If the enemy has 0% critical chance, you gain 3% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great opening move to start building your own critical chance while slightly weakening the opponent. Consistently using this can significantly boost the effectiveness of your other crit-scaling skills like ''Sword Slash'' and ''Execute''.
===Toxic Blade===
'''Description:''' Deals '''18 - 22''' initial damage and generates 1 energy. It then applies a debuff for 3 turns that deals '''18 - 22''' damage each turn and grants you 1% critical chance. If the debuff's damage is a critical hit, you gain 1 energy and 2% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying consistent pressure and ramping up your stats. The energy and crit gain from the debuff's critical hits can create very powerful follow-up turns. This skill is a cornerstone of a damage-over-time build.
===Quick Guard===
'''Description:''' Deals '''43 - 53''' damage and generates 1 energy. It then applies a buff for 3 turns that increases your defense by 5%. When the buff expires, you gain 1 energy and your base defense is permanently increased by 2%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A solid defensive choice for a 0-cost skill. The permanent defense increase is small but adds up over long fights, making it a good investment for a tank-focused build.
===Shield Bash===
'''Description:''' Deals '''49 - 59''' damage, plus additional damage based on your defense, and generates 1 energy. Your base defense is also permanently increased by 2%. It then has a 50% chance to apply a buff on yourself for 1 turn that increases your healing done by 50%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' The premier 0-cost skill for a defense-oriented Warrior. The damage scales with the stat you're already stacking, and the chance for a healing buff can be a lifesaver when combined with ''Bandage'' or ''Life Chain''.
===Life Chain===
'''Description:''' Deals '''43 - 53''' damage (plus bonus damage from defense), generates 1 energy, and heals you for 50% of the damage dealt (approx. '''22 - 27''' life). It also has a 50% chance to apply a buff for 3 turns that heals you for a small amount each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A fantastic skill for sustain in a defense build. It provides damage, energy, and multiple forms of healing all in one package, making you very difficult to take down.
===Throw Sword===
'''Description:''' Deals '''104 - 127''' damage and has a 50% chance to remove 1 buff from the enemy. If your enemy has 50% or less life, this skill has double the chance to be a critical hit, and the chance to remove a buff becomes 100%.
'''Energy Cost:''' 2
'''Tips & Synergy:''' An excellent "execute" style skill. Use it when the enemy is low on health to reliably strip their defensive buffs and increase your chance of a high-damage critical hit.
===Envenom===
'''Description:''' Deals '''165 - 201''' damage (plus bonus damage from crit chance) and improves your critical chance by 5%. It then applies the ''Toxic Blade'' debuff on the enemy for 2 turns. If Envenom is a critical hit, the ''Toxic Blade'' debuff is applied for 6 turns instead.
'''Energy Cost:''' 3
'''Tips & Synergy:''' The high-cost payoff for a ''Toxic Blade'' build. Landing a critical hit with this skill can apply a devastatingly long debuff, putting immense pressure on your opponent. Best used when you have already built up your critical chance.
===Raise Shield===
'''Description:''' Deals '''191 - 233''' damage (plus bonus damage from defense). If your defense is less than 50% and you don't already have the ''Raise Shield'' buff, you gain the buff, which doubles your defense for 3 turns (up to a 50% cap).
'''Energy Cost:''' 4
'''Tips & Synergy:''' A key skill for tank builds. It provides a huge defensive boost when you need it most, turning you into a wall while still dealing respectable damage. Save it for when you anticipate a large burst of incoming damage.
===Safeguard===
'''Description:''' Deals '''181 - 222''' damage, then heals you for 50% of the damage dealt ('''91 - 111''' life) and shields you for 50% of the damage dealt ('''91 - 111''' absorb) for 4 turns.
'''Energy Cost:''' 5
'''Tips & Synergy:''' A powerful jack-of-all-trades energy spender. It offers a great mix of offense, direct healing, and pre-emptive defense with the absorb shield, making it a reliable use of a large amount of energy.
===Execute===
'''Description:''' Deals '''284 - 348''' damage (plus bonus damage from crit chance) and improves your critical chance by 10%. If this skill is a critical hit, it stuns the enemy for the next turn.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate finisher for a critical strike build. The damage is immense, and the stun on a critical hit can win you the game by giving you a free turn to attack again or recover.
===Bandage===
'''Description:''' Heals you for '''112 - 137''' life. If your health percentage is lower than your enemy's, this skill has triple the chance to be a critical heal. A critical heal also grants you 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your main reactive heal. The triple critical chance is a powerful comeback mechanic. Try to use it when you are at a health disadvantage to maximize its potential for a free energy point.
===Protection===
'''Description:''' Applies a buff that absorbs '''~88''' damage for 3 turns. The absorb amount is increased by your defense. When the shield is broken or expires, you gain 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An excellent pre-emptive defensive skill. Use it before an enemy's big attack. Unlike ''Raise Shield'', this provides an absorb shield, which is better against single large hits. The guaranteed energy on expiration is a great bonus.
===Deep Wound===
'''Description:''' Inflicts a debuff for 6 turns that deals '''24 - 30''' damage each turn and reduces the enemy's healing done by 60%. This healing reduction decreases by 10% each turn.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A powerful tool against healer classes or enemies with strong self-healing. The long duration ensures sustained pressure and severely hampers their ability to recover.
===Retaliation===
'''Description:''' This skill removes all buffs and debuffs from both players and heals you for '''~27''' life for each effect removed. It only activates if there is at least one buff or debuff in the fight.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A highly situational but game-changing skill. It's your ultimate counter to enemies that rely on stacking many buffs or debuffs. Use it to "reset" the fight and gain a massive heal. It is useless in fights without status effects.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Warrior.
===Voltaic Blow===
'''Description:''' Deals '''~45''' damage. If it's a critical strike, it also destroys 1 of the enemy's energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A solid offensive support skill. Best used when the main enemy has energy you want to remove to prevent a powerful attack.
===Spike Shield===
'''Description:''' Deals '''~45''' damage and has an 8% chance (increased by your defense) to give 1 energy to your ally.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good choice for a defense-focused support Warrior, as your primary stat increases the chance of providing your ally with valuable energy.
===Azmar Horn===
'''Description:''' If your ally is above 50% health, their damage is increased by 24%. If they are below 50% health, their healing done is increased by 24% instead.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A very flexible and powerful buff. Pay attention to your ally's health to provide them with the most effective bonus for their situation.
===Voiding Shield===
'''Description:''' Deals '''~68''' damage. It then has a chance (based on your defense) to cure your ally of 1 debuff, and another separate chance to remove 1 buff from the enemy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' While unreliable without high defense, this skill offers great utility by potentially disrupting the enemy and cleansing your ally in a single action.
===Call to Arms===
'''Description:''' Increases your ally's critical chance by 25%. It also has a 25% chance to increase their critical modifier by 25%. (Values are based on your own critical chance).
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' The go-to support skill if your ally is a damage dealer who relies on critical hits, such as a crit-based Warrior or an Archer.
===Absorb Shock===
'''Description:''' Applies a buff to your ally for 3 turns that absorbs '''~68''' damage. The amount is increased by your defense and the number of your other skills on cooldown. When the shield breaks, your ally gains 1 energy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Your primary tool for protecting your ally from a big incoming attack. It becomes more effective later in a fight when your other skills are on cooldown.
===Pulverize===
'''Description:''' Applies a debuff on the enemy for 5 turns. While active, the enemy's critical modifier is reduced by 100% and it deals '''~23''' damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' An excellent way to shut down an enemy that relies on high critical damage. The sustained damage is a nice bonus.
===Mortal Strike===
'''Description:''' Deals '''~113''' damage, increased by 10% for each of your other support skills on cooldown. If it's a critical hit, it stuns the enemy for 1 turn and reduces their healing done by 30%.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your main damage-dealing support skill. Its power increases as the fight goes on. The stun on a critical hit can be a game-winning interruption.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
This guide details all of the Warrior's combat and support skills. Many Warrior skills have their damage increased by either your Critical Strike chance or your Defense, making these stats particularly valuable. The following values assume a Level 30 character with Rank 3 skills and default base stats.
<toc>
==Combat Skills==
These are the primary skills used by the Warrior in combat.
===Sword Slash===
'''Description:''' Deals '''53 - 65''' damage, plus additional damage based on your critical chance, and generates 1 energy. If this attack is a critical hit, you gain an additional energy and are healed for 50% of the damage dealt (approx. '''27 - 33''' life). The healing is doubled if you are below 50% health.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your bread-and-butter attack. The healing on a critical hit provides excellent survivability, making this a reliable choice throughout a fight, especially when you need to conserve energy. It scales well with a high Critical Strike chance.
===Swift Strike===
'''Description:''' Deals '''48 - 58''' damage, plus additional damage based on your critical chance, and generates 1 energy. It then steals 3% critical chance from the enemy. If the enemy has 0% critical chance, you gain 3% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great opening move to start building your own critical chance while slightly weakening the opponent. Consistently using this can significantly boost the effectiveness of your other crit-scaling skills like ''Sword Slash'' and ''Execute''.
===Toxic Blade===
'''Description:''' Deals '''18 - 22''' initial damage and generates 1 energy. It then applies a debuff for 3 turns that deals '''18 - 22''' damage each turn and grants you 1% critical chance. If the debuff's damage is a critical hit, you gain 1 energy and 2% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying consistent pressure and ramping up your stats. The energy and crit gain from the debuff's critical hits can create very powerful follow-up turns. This skill is a cornerstone of a damage-over-time build.
===Quick Guard===
'''Description:''' Deals '''43 - 53''' damage and generates 1 energy. It then applies a buff for 3 turns that increases your defense by 5%. When the buff expires, you gain 1 energy and your base defense is permanently increased by 2%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A solid defensive choice for a 0-cost skill. The permanent defense increase is small but adds up over long fights, making it a good investment for a tank-focused build.
===Shield Bash===
'''Description:''' Deals '''49 - 59''' damage, plus additional damage based on your defense, and generates 1 energy. Your base defense is also permanently increased by 2%. It then has a 50% chance to apply a buff on yourself for 1 turn that increases your healing done by 50%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' The premier 0-cost skill for a defense-oriented Warrior. The damage scales with the stat you're already stacking, and the chance for a healing buff can be a lifesaver when combined with ''Bandage'' or ''Life Chain''.
===Life Chain===
'''Description:''' Deals '''43 - 53''' damage (plus bonus damage from defense), generates 1 energy, and heals you for 50% of the damage dealt (approx. '''22 - 27''' life). It also has a 50% chance to apply a buff for 3 turns that heals you for a small amount each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A fantastic skill for sustain in a defense build. It provides damage, energy, and multiple forms of healing all in one package, making you very difficult to take down.
===Throw Sword===
'''Description:''' Deals '''104 - 127''' damage and has a 50% chance to remove 1 buff from the enemy. If your enemy has 50% or less life, this skill has double the chance to be a critical hit, and the chance to remove a buff becomes 100%.
'''Energy Cost:''' 2
'''Tips & Synergy:''' An excellent "execute" style skill. Use it when the enemy is low on health to reliably strip their defensive buffs and increase your chance of a high-damage critical hit.
===Reverse Magic===
'''Description:''' Deals '''178 - 217''' damage and has a base 25% chance to cure yourself of 1 debuff and redirect it to the enemy. This chance is increased by a percentage equal to your bonus damage from Defense.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A cornerstone of the defense build. This is your primary tool for punishing enemies who rely on debuffs. The higher your defense, the more reliable this skill becomes at turning an enemy's strength against them. It is less effective against enemies that do not apply debuffs.
===Envenom===
'''Description:''' Deals '''165 - 201''' damage (plus bonus damage from crit chance) and improves your critical chance by 5%. It then applies the ''Toxic Blade'' debuff on the enemy for 2 turns. If Envenom is a critical hit, the ''Toxic Blade'' debuff is applied for 6 turns instead.
'''Energy Cost:''' 3
'''Tips & Synergy:''' The high-cost payoff for a ''Toxic Blade'' build. Landing a critical hit with this skill can apply a devastatingly long debuff, putting immense pressure on your opponent. Best used when you have already built up your critical chance.
===Raise Shield===
'''Description:''' Deals '''191 - 233''' damage (plus bonus damage from defense). If your defense is less than 50% and you don't already have the ''Raise Shield'' buff, you gain the buff, which doubles your defense for 3 turns (up to a 50% cap).
'''Energy Cost:''' 4
'''Tips & Synergy:''' A key skill for tank builds. It provides a huge defensive boost when you need it most, turning you into a wall while still dealing respectable damage. Save it for when you anticipate a large burst of incoming damage.
===Safeguard===
'''Description:''' Deals '''181 - 222''' damage, then heals you for 50% of the damage dealt ('''91 - 111''' life) and shields you for 50% of the damage dealt ('''91 - 111''' absorb) for 4 turns.
'''Energy Cost:''' 5
'''Tips & Synergy:''' A powerful jack-of-all-trades energy spender. It offers a great mix of offense, direct healing, and pre-emptive defense with the absorb shield, making it a reliable use of a large amount of energy.
===Execute===
'''Description:''' Deals '''284 - 348''' damage (plus bonus damage from crit chance) and improves your critical chance by 10%. If this skill is a critical hit, it stuns the enemy for the next turn.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate finisher for a critical strike build. The damage is immense, and the stun on a critical hit can win you the game by giving you a free turn to attack again or recover.
===Bandage===
'''Description:''' Heals you for '''112 - 137''' life. If your health percentage is lower than your enemy's, this skill has triple the chance to be a critical heal. A critical heal also grants you 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your main reactive heal. The triple critical chance is a powerful comeback mechanic. Try to use it when you are at a health disadvantage to maximize its potential for a free energy point.
===Protection===
'''Description:''' Applies a buff that absorbs '''~88''' damage for 3 turns. The absorb amount is increased by your defense. When the shield is broken or expires, you gain 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An excellent pre-emptive defensive skill. Use it before an enemy's big attack. Unlike ''Raise Shield'', this provides an absorb shield, which is better against single large hits. The guaranteed energy on expiration is a great bonus.
===Deep Wound===
'''Description:''' Inflicts a debuff for 6 turns that deals '''24 - 30''' damage each turn and reduces the enemy's healing done by 60%. This healing reduction decreases by 10% each turn.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A powerful tool against healer classes or enemies with strong self-healing. The long duration ensures sustained pressure and severely hampers their ability to recover.
===Retaliation===
'''Description:''' This skill removes all buffs and debuffs from both players and heals you for '''~27''' life for each effect removed. It only activates if there is at least one buff or debuff in the fight.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A highly situational but game-changing skill. It's your ultimate counter to enemies that rely on stacking many buffs or debuffs. Use it to "reset" the fight and gain a massive heal. It is useless in fights without status effects.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Warrior.
===Voltaic Blow===
'''Description:''' Deals '''~45''' damage. If it's a critical strike, it also destroys 1 of the enemy's energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A solid offensive support skill. Best used when the main enemy has energy you want to remove to prevent a powerful attack.
===Spike Shield===
'''Description:''' Deals '''~45''' damage and has an 8% chance (increased by your defense) to give 1 energy to your ally.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good choice for a defense-focused support Warrior, as your primary stat increases the chance of providing your ally with valuable energy.
===Azmar Horn===
'''Description:''' If your ally is above 50% health, their damage is increased by 24%. If they are below 50% health, their healing done is increased by 24% instead. The bonus increases with skill rank.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A very flexible and powerful buff. Pay attention to your ally's health to provide them with the most effective bonus for their situation.
===Voiding Shield===
'''Description:''' Deals '''~68''' damage. It then has a chance (based on your defense) to cure your ally of 1 debuff, and another separate chance to remove 1 buff from the enemy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' While unreliable without high defense, this skill offers great utility by potentially disrupting the enemy and cleansing your ally in a single action.
===Call to Arms===
'''Description:''' Increases your ally's critical chance by 25%. It also has a 25% chance to increase their critical modifier by 25%. (Values are based on your own critical chance).
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' The go-to support skill if your ally is a damage dealer who relies on critical hits, such as a crit-based Warrior or an Archer.
===Absorb Shock===
'''Description:''' Applies a buff to your ally for 3 turns that absorbs '''~68''' damage. The amount absorbed is based on your level, defense, skill rank, and the number of your other support skills on cooldown. When the shield breaks, your ally gains 1 energy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Your primary tool for protecting your ally from a big incoming attack. It becomes more effective later in a fight when your other skills are on cooldown.
===Pulverize===
'''Description:''' Applies a debuff on the enemy for 5 turns. While active, the enemy's critical modifier is reduced by 100% and it deals '''~23''' damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' An excellent way to shut down an enemy that relies on high critical damage. The sustained damage is a nice bonus.
===Mortal Strike===
'''Description:''' Deals '''~113''' damage, increased by 10% for each of your other support skills on cooldown. If it's a critical hit, it stuns the enemy for 1 turn and reduces their healing done by 30%.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your main damage-dealing support skill. Its power increases as the fight goes on. The stun on a critical hit can be a game-winning interruption.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
This guide details all of the Warrior's combat and support skills. Many Warrior skills have their damage increased by either your Critical Strike chance or your Defense, making these stats particularly valuable. The following values assume a Level 30 character with Rank 3 skills and default base stats.
_TOC_
==Combat Skills==
These are the primary skills used by the Warrior in combat.
===Sword Slash===
'''Description:''' Deals '''53 - 65''' damage, plus additional damage based on your critical chance, and generates 1 energy. If this attack is a critical hit, you gain an additional energy and are healed for 50% of the damage dealt (approx. '''27 - 33''' life). The healing is doubled if you are below 50% health.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your bread-and-butter attack. The healing on a critical hit provides excellent survivability, making this a reliable choice throughout a fight, especially when you need to conserve energy. It scales well with a high Critical Strike chance.
===Swift Strike===
'''Description:''' Deals '''48 - 58''' damage, plus additional damage based on your critical chance, and generates 1 energy. It then steals 3% critical chance from the enemy. If the enemy has 0% critical chance, you gain 3% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great opening move to start building your own critical chance while slightly weakening the opponent. Consistently using this can significantly boost the effectiveness of your other crit-scaling skills like ''Sword Slash'' and ''Execute''.
===Toxic Blade===
'''Description:''' Deals '''18 - 22''' initial damage and generates 1 energy. It then applies a debuff for 3 turns that deals '''18 - 22''' damage each turn and grants you 1% critical chance. If the debuff's damage is a critical hit, you gain 1 energy and 2% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying consistent pressure and ramping up your stats. The energy and crit gain from the debuff's critical hits can create very powerful follow-up turns. This skill is a cornerstone of a damage-over-time build.
===Quick Guard===
'''Description:''' Deals '''43 - 53''' damage and generates 1 energy. It then applies a buff for 3 turns that increases your defense by 5%. When the buff expires, you gain 1 energy and your base defense is permanently increased by 2%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A solid defensive choice for a 0-cost skill. The permanent defense increase is small but adds up over long fights, making it a good investment for a tank-focused build.
===Shield Bash===
'''Description:''' Deals '''49 - 59''' damage, plus additional damage based on your defense, and generates 1 energy. Your base defense is also permanently increased by 2%. It then has a 50% chance to apply a buff on yourself for 1 turn that increases your healing done by 50%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' The premier 0-cost skill for a defense-oriented Warrior. The damage scales with the stat you're already stacking, and the chance for a healing buff can be a lifesaver when combined with ''Bandage'' or ''Life Chain''.
===Life Chain===
'''Description:''' Deals '''43 - 53''' damage (plus bonus damage from defense), generates 1 energy, and heals you for 50% of the damage dealt (approx. '''22 - 27''' life). It also has a 50% chance to apply a buff for 3 turns that heals you for a small amount each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A fantastic skill for sustain in a defense build. It provides damage, energy, and multiple forms of healing all in one package, making you very difficult to take down.
===Throw Sword===
'''Description:''' Deals '''104 - 127''' damage and has a 50% chance to remove 1 buff from the enemy. If your enemy has 50% or less life, this skill has double the chance to be a critical hit, and the chance to remove a buff becomes 100%.
'''Energy Cost:''' 2
'''Tips & Synergy:''' An excellent "execute" style skill. Use it when the enemy is low on health to reliably strip their defensive buffs and increase your chance of a high-damage critical hit.
===Reverse Magic===
'''Description:''' Deals '''178 - 217''' damage and has a base 25% chance to cure yourself of 1 debuff and redirect it to the enemy. This chance is increased by a percentage equal to your bonus damage from Defense.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A cornerstone of the defense build. This is your primary tool for punishing enemies who rely on debuffs. The higher your defense, the more reliable this skill becomes at turning an enemy's strength against them. It is less effective against enemies that do not apply debuffs.
===Envenom===
'''Description:''' Deals '''165 - 201''' damage (plus bonus damage from crit chance) and improves your critical chance by 5%. It then applies the ''Toxic Blade'' debuff on the enemy for 2 turns. If Envenom is a critical hit, the ''Toxic Blade'' debuff is applied for 6 turns instead.
'''Energy Cost:''' 3
'''Tips & Synergy:''' The high-cost payoff for a ''Toxic Blade'' build. Landing a critical hit with this skill can apply a devastatingly long debuff, putting immense pressure on your opponent. Best used when you have already built up your critical chance.
===Raise Shield===
'''Description:''' Deals '''191 - 233''' damage (plus bonus damage from defense). If your defense is less than 50% and you don't already have the ''Raise Shield'' buff, you gain the buff, which doubles your defense for 3 turns (up to a 50% cap).
'''Energy Cost:''' 4
'''Tips & Synergy:''' A key skill for tank builds. It provides a huge defensive boost when you need it most, turning you into a wall while still dealing respectable damage. Save it for when you anticipate a large burst of incoming damage.
===Safeguard===
'''Description:''' Deals '''181 - 222''' damage, then heals you for 50% of the damage dealt ('''91 - 111''' life) and shields you for 50% of the damage dealt ('''91 - 111''' absorb) for 4 turns.
'''Energy Cost:''' 5
'''Tips & Synergy:''' A powerful jack-of-all-trades energy spender. It offers a great mix of offense, direct healing, and pre-emptive defense with the absorb shield, making it a reliable use of a large amount of energy.
===Execute===
'''Description:''' Deals '''284 - 348''' damage (plus bonus damage from crit chance) and improves your critical chance by 10%. If this skill is a critical hit, it stuns the enemy for the next turn.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate finisher for a critical strike build. The damage is immense, and the stun on a critical hit can win you the game by giving you a free turn to attack again or recover.
===Bandage===
'''Description:''' Heals you for '''112 - 137''' life. If your health percentage is lower than your enemy's, this skill has triple the chance to be a critical heal. A critical heal also grants you 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your main reactive heal. The triple critical chance is a powerful comeback mechanic. Try to use it when you are at a health disadvantage to maximize its potential for a free energy point.
===Protection===
'''Description:''' Applies a buff that absorbs '''~88''' damage for 3 turns. The absorb amount is increased by your defense. When the shield is broken or expires, you gain 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An excellent pre-emptive defensive skill. Use it before an enemy's big attack. Unlike ''Raise Shield'', this provides an absorb shield, which is better against single large hits. The guaranteed energy on expiration is a great bonus.
===Deep Wound===
'''Description:''' Inflicts a debuff for 6 turns that deals '''24 - 30''' damage each turn and reduces the enemy's healing done by 60%. This healing reduction decreases by 10% each turn.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A powerful tool against healer classes or enemies with strong self-healing. The long duration ensures sustained pressure and severely hampers their ability to recover.
===Retaliation===
'''Description:''' This skill removes all buffs and debuffs from both players and heals you for '''~27''' life for each effect removed. It only activates if there is at least one buff or debuff in the fight.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A highly situational but game-changing skill. It's your ultimate counter to enemies that rely on stacking many buffs or debuffs. Use it to "reset" the fight and gain a massive heal. It is useless in fights without status effects.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Warrior.
===Voltaic Blow===
'''Description:''' Deals '''~45''' damage. If it's a critical strike, it also destroys 1 of the enemy's energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A solid offensive support skill. Best used when the main enemy has energy you want to remove to prevent a powerful attack.
===Spike Shield===
'''Description:''' Deals '''~45''' damage and has an 8% chance (increased by your defense) to give 1 energy to your ally.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good choice for a defense-focused support Warrior, as your primary stat increases the chance of providing your ally with valuable energy.
===Azmar Horn===
'''Description:''' If your ally is above 50% health, their damage is increased by 24%. If they are below 50% health, their healing done is increased by 24% instead. The bonus increases with skill rank.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A very flexible and powerful buff. Pay attention to your ally's health to provide them with the most effective bonus for their situation.
===Voiding Shield===
'''Description:''' Deals '''~68''' damage. It then has a chance (based on your defense) to cure your ally of 1 debuff, and another separate chance to remove 1 buff from the enemy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' While unreliable without high defense, this skill offers great utility by potentially disrupting the enemy and cleansing your ally in a single action.
===Call to Arms===
'''Description:''' Increases your ally's critical chance by 25%. It also has a 25% chance to increase their critical modifier by 25%. (Values are based on your own critical chance).
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' The go-to support skill if your ally is a damage dealer who relies on critical hits, such as a crit-based Warrior or an Archer.
===Absorb Shock===
'''Description:''' Applies a buff to your ally for 3 turns that absorbs '''~68''' damage. The amount absorbed is based on your level, defense, skill rank, and the number of your other support skills on cooldown. When the shield breaks, your ally gains 1 energy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Your primary tool for protecting your ally from a big incoming attack. It becomes more effective later in a fight when your other skills are on cooldown.
===Pulverize===
'''Description:''' Applies a debuff on the enemy for 5 turns. While active, the enemy's critical modifier is reduced by 100% and it deals '''~23''' damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' An excellent way to shut down an enemy that relies on high critical damage. The sustained damage is a nice bonus.
===Mortal Strike===
'''Description:''' Deals '''~113''' damage, increased by 10% for each of your other support skills on cooldown. If it's a critical hit, it stuns the enemy for 1 turn and reduces their healing done by 30%.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your main damage-dealing support skill. Its power increases as the fight goes on. The stun on a critical hit can be a game-winning interruption.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
This guide details all of the Warrior's combat and support skills. Many Warrior skills have their damage increased by either your Critical Strike chance or your Defense, making these stats particularly valuable. The following values assume a Level 30 character with Rank 3 skills and default base stats.
__TOC__
==Combat Skills==
These are the primary skills used by the Warrior in combat.
===Sword Slash===
'''Description:''' Deals '''53 - 65''' damage, plus additional damage based on your critical chance, and generates 1 energy. If this attack is a critical hit, you gain an additional energy and are healed for 50% of the damage dealt (approx. '''27 - 33''' life). The healing is doubled if you are below 50% health.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your bread-and-butter attack. The healing on a critical hit provides excellent survivability, making this a reliable choice throughout a fight, especially when you need to conserve energy. It scales well with a high Critical Strike chance.
===Swift Strike===
'''Description:''' Deals '''48 - 58''' damage, plus additional damage based on your critical chance, and generates 1 energy. It then steals 3% critical chance from the enemy. If the enemy has 0% critical chance, you gain 3% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great opening move to start building your own critical chance while slightly weakening the opponent. Consistently using this can significantly boost the effectiveness of your other crit-scaling skills like ''Sword Slash'' and ''Execute''.
===Toxic Blade===
'''Description:''' Deals '''18 - 22''' initial damage and generates 1 energy. It then applies a debuff for 3 turns that deals '''18 - 22''' damage each turn and grants you 1% critical chance. If the debuff's damage is a critical hit, you gain 1 energy and 2% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying consistent pressure and ramping up your stats. The energy and crit gain from the debuff's critical hits can create very powerful follow-up turns. This skill is a cornerstone of a damage-over-time build.
===Quick Guard===
'''Description:''' Deals '''43 - 53''' damage and generates 1 energy. It then applies a buff for 3 turns that increases your defense by 5%. When the buff expires, you gain 1 energy and your base defense is permanently increased by 2%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A solid defensive choice for a 0-cost skill. The permanent defense increase is small but adds up over long fights, making it a good investment for a tank-focused build.
===Shield Bash===
'''Description:''' Deals '''49 - 59''' damage, plus additional damage based on your defense, and generates 1 energy. Your base defense is also permanently increased by 2%. It then has a 50% chance to apply a buff on yourself for 1 turn that increases your healing done by 50%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' The premier 0-cost skill for a defense-oriented Warrior. The damage scales with the stat you're already stacking, and the chance for a healing buff can be a lifesaver when combined with ''Bandage'' or ''Life Chain''.
===Life Chain===
'''Description:''' Deals '''43 - 53''' damage (plus bonus damage from defense), generates 1 energy, and heals you for 50% of the damage dealt (approx. '''22 - 27''' life). It also has a 50% chance to apply a buff for 3 turns that heals you for a small amount each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A fantastic skill for sustain in a defense build. It provides damage, energy, and multiple forms of healing all in one package, making you very difficult to take down.
===Throw Sword===
'''Description:''' Deals '''104 - 127''' damage and has a 50% chance to remove 1 buff from the enemy. If your enemy has 50% or less life, this skill has double the chance to be a critical hit, and the chance to remove a buff becomes 100%.
'''Energy Cost:''' 2
'''Tips & Synergy:''' An excellent "execute" style skill. Use it when the enemy is low on health to reliably strip their defensive buffs and increase your chance of a high-damage critical hit.
===Reverse Magic===
'''Description:''' Deals '''178 - 217''' damage and has a base 25% chance to cure yourself of 1 debuff and redirect it to the enemy. This chance is increased by a percentage equal to your bonus damage from Defense.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A cornerstone of the defense build. This is your primary tool for punishing enemies who rely on debuffs. The higher your defense, the more reliable this skill becomes at turning an enemy's strength against them. It is less effective against enemies that do not apply debuffs.
===Envenom===
'''Description:''' Deals '''165 - 201''' damage (plus bonus damage from crit chance) and improves your critical chance by 5%. It then applies the ''Toxic Blade'' debuff on the enemy for 2 turns. If Envenom is a critical hit, the ''Toxic Blade'' debuff is applied for 6 turns instead.
'''Energy Cost:''' 3
'''Tips & Synergy:''' The high-cost payoff for a ''Toxic Blade'' build. Landing a critical hit with this skill can apply a devastatingly long debuff, putting immense pressure on your opponent. Best used when you have already built up your critical chance.
===Raise Shield===
'''Description:''' Deals '''191 - 233''' damage (plus bonus damage from defense). If your defense is less than 50% and you don't already have the ''Raise Shield'' buff, you gain the buff, which doubles your defense for 3 turns (up to a 50% cap).
'''Energy Cost:''' 4
'''Tips & Synergy:''' A key skill for tank builds. It provides a huge defensive boost when you need it most, turning you into a wall while still dealing respectable damage. Save it for when you anticipate a large burst of incoming damage.
===Safeguard===
'''Description:''' Deals '''181 - 222''' damage, then heals you for 50% of the damage dealt ('''91 - 111''' life) and shields you for 50% of the damage dealt ('''91 - 111''' absorb) for 4 turns.
'''Energy Cost:''' 5
'''Tips & Synergy:''' A powerful jack-of-all-trades energy spender. It offers a great mix of offense, direct healing, and pre-emptive defense with the absorb shield, making it a reliable use of a large amount of energy.
===Execute===
'''Description:''' Deals '''284 - 348''' damage (plus bonus damage from crit chance) and improves your critical chance by 10%. If this skill is a critical hit, it stuns the enemy for the next turn.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate finisher for a critical strike build. The damage is immense, and the stun on a critical hit can win you the game by giving you a free turn to attack again or recover.
===Bandage===
'''Description:''' Heals you for '''112 - 137''' life. If your health percentage is lower than your enemy's, this skill has triple the chance to be a critical heal. A critical heal also grants you 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your main reactive heal. The triple critical chance is a powerful comeback mechanic. Try to use it when you are at a health disadvantage to maximize its potential for a free energy point.
===Protection===
'''Description:''' Applies a buff that absorbs '''~88''' damage for 3 turns. The absorb amount is increased by your defense. When the shield is broken or expires, you gain 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An excellent pre-emptive defensive skill. Use it before an enemy's big attack. Unlike ''Raise Shield'', this provides an absorb shield, which is better against single large hits. The guaranteed energy on expiration is a great bonus.
===Deep Wound===
'''Description:''' Inflicts a debuff for 6 turns that deals '''24 - 30''' damage each turn and reduces the enemy's healing done by 60%. This healing reduction decreases by 10% each turn.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A powerful tool against healer classes or enemies with strong self-healing. The long duration ensures sustained pressure and severely hampers their ability to recover.
===Retaliation===
'''Description:''' This skill removes all buffs and debuffs from both players and heals you for '''~27''' life for each effect removed. It only activates if there is at least one buff or debuff in the fight.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A highly situational but game-changing skill. It's your ultimate counter to enemies that rely on stacking many buffs or debuffs. Use it to "reset" the fight and gain a massive heal. It is useless in fights without status effects.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Warrior.
===Voltaic Blow===
'''Description:''' Deals '''~45''' damage. If it's a critical strike, it also destroys 1 of the enemy's energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A solid offensive support skill. Best used when the main enemy has energy you want to remove to prevent a powerful attack.
===Spike Shield===
'''Description:''' Deals '''~45''' damage and has an 8% chance (increased by your defense) to give 1 energy to your ally.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good choice for a defense-focused support Warrior, as your primary stat increases the chance of providing your ally with valuable energy.
===Azmar Horn===
'''Description:''' If your ally is above 50% health, their damage is increased by 24%. If they are below 50% health, their healing done is increased by 24% instead. The bonus increases with skill rank.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A very flexible and powerful buff. Pay attention to your ally's health to provide them with the most effective bonus for their situation.
===Voiding Shield===
'''Description:''' Deals '''~68''' damage. It then has a chance (based on your defense) to cure your ally of 1 debuff, and another separate chance to remove 1 buff from the enemy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' While unreliable without high defense, this skill offers great utility by potentially disrupting the enemy and cleansing your ally in a single action.
===Call to Arms===
'''Description:''' Increases your ally's critical chance by 25%. It also has a 25% chance to increase their critical modifier by 25%. (Values are based on your own critical chance).
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' The go-to support skill if your ally is a damage dealer who relies on critical hits, such as a crit-based Warrior or an Archer.
===Absorb Shock===
'''Description:''' Applies a buff to your ally for 3 turns that absorbs '''~68''' damage. The amount absorbed is based on your level, defense, skill rank, and the number of your other support skills on cooldown. When the shield breaks, your ally gains 1 energy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Your primary tool for protecting your ally from a big incoming attack. It becomes more effective later in a fight when your other skills are on cooldown.
===Pulverize===
'''Description:''' Applies a debuff on the enemy for 5 turns. While active, the enemy's critical modifier is reduced by 100% and it deals '''~23''' damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' An excellent way to shut down an enemy that relies on high critical damage. The sustained damage is a nice bonus.
===Mortal Strike===
'''Description:''' Deals '''~113''' damage, increased by 10% for each of your other support skills on cooldown. If it's a critical hit, it stuns the enemy for 1 turn and reduces their healing done by 30%.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your main damage-dealing support skill. Its power increases as the fight goes on. The stun on a critical hit can be a game-winning interruption.
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
This guide details all of the Warrior's combat and support skills. Many Warrior skills have their damage increased by either your Critical Strike chance or your Defense, making these stats particularly valuable. The following values assume a Level 30 character with Rank 3 skills and default base stats.
==Combat Skills==
These are the primary skills used by the Warrior in combat.
===Sword Slash===
'''Description:''' Deals '''53 - 65''' damage, plus additional damage based on your critical chance, and generates 1 energy. If this attack is a critical hit, you gain an additional energy and are healed for 50% of the damage dealt (approx. '''27 - 33''' life). The healing is doubled if you are below 50% health.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your bread-and-butter attack. The healing on a critical hit provides excellent survivability, making this a reliable choice throughout a fight, especially when you need to conserve energy. It scales well with a high Critical Strike chance.
===Swift Strike===
'''Description:''' Deals '''48 - 58''' damage, plus additional damage based on your critical chance, and generates 1 energy. It then steals 3% critical chance from the enemy. If the enemy has 0% critical chance, you gain 3% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great opening move to start building your own critical chance while slightly weakening the opponent. Consistently using this can significantly boost the effectiveness of your other crit-scaling skills like ''Sword Slash'' and ''Execute''.
===Toxic Blade===
'''Description:''' Deals '''18 - 22''' initial damage and generates 1 energy. It then applies a debuff for 3 turns that deals '''18 - 22''' damage each turn and grants you 1% critical chance. If the debuff's damage is a critical hit, you gain 1 energy and 2% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying consistent pressure and ramping up your stats. The energy and crit gain from the debuff's critical hits can create very powerful follow-up turns. This skill is a cornerstone of a damage-over-time build.
===Quick Guard===
'''Description:''' Deals '''43 - 53''' damage and generates 1 energy. It then applies a buff for 3 turns that increases your defense by 5%. When the buff expires, you gain 1 energy and your base defense is permanently increased by 2%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A solid defensive choice for a 0-cost skill. The permanent defense increase is small but adds up over long fights, making it a good investment for a tank-focused build.
===Shield Bash===
'''Description:''' Deals '''49 - 59''' damage, plus additional damage based on your defense, and generates 1 energy. Your base defense is also permanently increased by 2%. It then has a 50% chance to apply a buff on yourself for 1 turn that increases your healing done by 50%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' The premier 0-cost skill for a defense-oriented Warrior. The damage scales with the stat you're already stacking, and the chance for a healing buff can be a lifesaver when combined with ''Bandage'' or ''Life Chain''.
===Life Chain===
'''Description:''' Deals '''43 - 53''' damage (plus bonus damage from defense), generates 1 energy, and heals you for 50% of the damage dealt (approx. '''22 - 27''' life). It also has a 50% chance to apply a buff for 3 turns that heals you for a small amount each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A fantastic skill for sustain in a defense build. It provides damage, energy, and multiple forms of healing all in one package, making you very difficult to take down.
===Throw Sword===
'''Description:''' Deals '''104 - 127''' damage and has a 50% chance to remove 1 buff from the enemy. If your enemy has 50% or less life, this skill has double the chance to be a critical hit, and the chance to remove a buff becomes 100%.
'''Energy Cost:''' 2
'''Tips & Synergy:''' An excellent "execute" style skill. Use it when the enemy is low on health to reliably strip their defensive buffs and increase your chance of a high-damage critical hit.
===Reverse Magic===
'''Description:''' Deals '''178 - 217''' damage and has a base 25% chance to cure yourself of 1 debuff and redirect it to the enemy. This chance is increased by a percentage equal to your bonus damage from Defense.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A cornerstone of the defense build. This is your primary tool for punishing enemies who rely on debuffs. The higher your defense, the more reliable this skill becomes at turning an enemy's strength against them. It is less effective against enemies that do not apply debuffs.
===Envenom===
'''Description:''' Deals '''165 - 201''' damage (plus bonus damage from crit chance) and improves your critical chance by 5%. It then applies the ''Toxic Blade'' debuff on the enemy for 2 turns. If Envenom is a critical hit, the ''Toxic Blade'' debuff is applied for 6 turns instead.
'''Energy Cost:''' 3
'''Tips & Synergy:''' The high-cost payoff for a ''Toxic Blade'' build. Landing a critical hit with this skill can apply a devastatingly long debuff, putting immense pressure on your opponent. Best used when you have already built up your critical chance.
===Raise Shield===
'''Description:''' Deals '''191 - 233''' damage (plus bonus damage from defense). If your defense is less than 50% and you don't already have the ''Raise Shield'' buff, you gain the buff, which doubles your defense for 3 turns (up to a 50% cap).
'''Energy Cost:''' 4
'''Tips & Synergy:''' A key skill for tank builds. It provides a huge defensive boost when you need it most, turning you into a wall while still dealing respectable damage. Save it for when you anticipate a large burst of incoming damage.
===Safeguard===
'''Description:''' Deals '''181 - 222''' damage, then heals you for 50% of the damage dealt ('''91 - 111''' life) and shields you for 50% of the damage dealt ('''91 - 111''' absorb) for 4 turns.
'''Energy Cost:''' 5
'''Tips & Synergy:''' A powerful jack-of-all-trades energy spender. It offers a great mix of offense, direct healing, and pre-emptive defense with the absorb shield, making it a reliable use of a large amount of energy.
===Execute===
'''Description:''' Deals '''284 - 348''' damage (plus bonus damage from crit chance) and improves your critical chance by 10%. If this skill is a critical hit, it stuns the enemy for the next turn.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate finisher for a critical strike build. The damage is immense, and the stun on a critical hit can win you the game by giving you a free turn to attack again or recover.
===Bandage===
'''Description:''' Heals you for '''112 - 137''' life. If your health percentage is lower than your enemy's, this skill has triple the chance to be a critical heal. A critical heal also grants you 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your main reactive heal. The triple critical chance is a powerful comeback mechanic. Try to use it when you are at a health disadvantage to maximize its potential for a free energy point.
===Protection===
'''Description:''' Applies a buff that absorbs '''~88''' damage for 3 turns. The absorb amount is increased by your defense. When the shield is broken or expires, you gain 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An excellent pre-emptive defensive skill. Use it before an enemy's big attack. Unlike ''Raise Shield'', this provides an absorb shield, which is better against single large hits. The guaranteed energy on expiration is a great bonus.
===Deep Wound===
'''Description:''' Inflicts a debuff for 6 turns that deals '''24 - 30''' damage each turn and reduces the enemy's healing done by 60%. This healing reduction decreases by 10% each turn.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A powerful tool against healer classes or enemies with strong self-healing. The long duration ensures sustained pressure and severely hampers their ability to recover.
===Retaliation===
'''Description:''' This skill removes all buffs and debuffs from both players and heals you for '''~27''' life for each effect removed. It only activates if there is at least one buff or debuff in the fight.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A highly situational but game-changing skill. It's your ultimate counter to enemies that rely on stacking many buffs or debuffs. Use it to "reset" the fight and gain a massive heal. It is useless in fights without status effects.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Warrior.
===Voltaic Blow===
'''Description:''' Deals '''~45''' damage. If it's a critical strike, it also destroys 1 of the enemy's energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A solid offensive support skill. Best used when the main enemy has energy you want to remove to prevent a powerful attack.
===Spike Shield===
'''Description:''' Deals '''~45''' damage and has an 8% chance (increased by your defense) to give 1 energy to your ally.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good choice for a defense-focused support Warrior, as your primary stat increases the chance of providing your ally with valuable energy.
===Azmar Horn===
'''Description:''' If your ally is above 50% health, their damage is increased by 24%. If they are below 50% health, their healing done is increased by 24% instead. The bonus increases with skill rank.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A very flexible and powerful buff. Pay attention to your ally's health to provide them with the most effective bonus for their situation.
===Voiding Shield===
'''Description:''' Deals '''~68''' damage. It then has a chance (based on your defense) to cure your ally of 1 debuff, and another separate chance to remove 1 buff from the enemy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' While unreliable without high defense, this skill offers great utility by potentially disrupting the enemy and cleansing your ally in a single action.
===Call to Arms===
'''Description:''' Increases your ally's critical chance by 25%. It also has a 25% chance to increase their critical modifier by 25%. (Values are based on your own critical chance).
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' The go-to support skill if your ally is a damage dealer who relies on critical hits, such as a crit-based Warrior or an Archer.
===Absorb Shock===
'''Description:''' Applies a buff to your ally for 3 turns that absorbs '''~68''' damage. The amount absorbed is based on your level, defense, skill rank, and the number of your other support skills on cooldown. When the shield breaks, your ally gains 1 energy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Your primary tool for protecting your ally from a big incoming attack. It becomes more effective later in a fight when your other skills are on cooldown.
===Pulverize===
'''Description:''' Applies a debuff on the enemy for 5 turns. While active, the enemy's critical modifier is reduced by 100% and it deals '''~23''' damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' An excellent way to shut down an enemy that relies on high critical damage. The sustained damage is a nice bonus.
===Mortal Strike===
'''Description:''' Deals '''~113''' damage, increased by 10% for each of your other support skills on cooldown. If it's a critical hit, it stuns the enemy for 1 turn and reduces their healing done by 30%.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your main damage-dealing support skill. Its power increases as the fight goes on. The stun on a critical hit can be a game-winning interruption.
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/* Mortal Strike */
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
This guide details all of the Warrior's combat and support skills. Many Warrior skills have their damage increased by either your Critical Strike chance or your Defense, making these stats particularly valuable. The following values assume a Level 30 character with Rank 3 skills and default base stats.
==Combat Skills==
These are the primary skills used by the Warrior in combat.
===Sword Slash===
'''Description:''' Deals '''53 - 65''' damage, plus additional damage based on your critical chance, and generates 1 energy. If this attack is a critical hit, you gain an additional energy and are healed for 50% of the damage dealt (approx. '''27 - 33''' life). The healing is doubled if you are below 50% health.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your bread-and-butter attack. The healing on a critical hit provides excellent survivability, making this a reliable choice throughout a fight, especially when you need to conserve energy. It scales well with a high Critical Strike chance.
===Swift Strike===
'''Description:''' Deals '''48 - 58''' damage, plus additional damage based on your critical chance, and generates 1 energy. It then steals 3% critical chance from the enemy. If the enemy has 0% critical chance, you gain 3% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great opening move to start building your own critical chance while slightly weakening the opponent. Consistently using this can significantly boost the effectiveness of your other crit-scaling skills like ''Sword Slash'' and ''Execute''.
===Toxic Blade===
'''Description:''' Deals '''18 - 22''' initial damage and generates 1 energy. It then applies a debuff for 3 turns that deals '''18 - 22''' damage each turn and grants you 1% critical chance. If the debuff's damage is a critical hit, you gain 1 energy and 2% critical chance instead.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying consistent pressure and ramping up your stats. The energy and crit gain from the debuff's critical hits can create very powerful follow-up turns. This skill is a cornerstone of a damage-over-time build.
===Quick Guard===
'''Description:''' Deals '''43 - 53''' damage and generates 1 energy. It then applies a buff for 3 turns that increases your defense by 5%. When the buff expires, you gain 1 energy and your base defense is permanently increased by 2%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A solid defensive choice for a 0-cost skill. The permanent defense increase is small but adds up over long fights, making it a good investment for a tank-focused build.
===Shield Bash===
'''Description:''' Deals '''49 - 59''' damage, plus additional damage based on your defense, and generates 1 energy. Your base defense is also permanently increased by 2%. It then has a 50% chance to apply a buff on yourself for 1 turn that increases your healing done by 50%.
'''Energy Cost:''' 0
'''Tips & Synergy:''' The premier 0-cost skill for a defense-oriented Warrior. The damage scales with the stat you're already stacking, and the chance for a healing buff can be a lifesaver when combined with ''Bandage'' or ''Life Chain''.
===Life Chain===
'''Description:''' Deals '''43 - 53''' damage (plus bonus damage from defense), generates 1 energy, and heals you for 50% of the damage dealt (approx. '''22 - 27''' life). It also has a 50% chance to apply a buff for 3 turns that heals you for a small amount each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A fantastic skill for sustain in a defense build. It provides damage, energy, and multiple forms of healing all in one package, making you very difficult to take down.
===Throw Sword===
'''Description:''' Deals '''104 - 127''' damage and has a 50% chance to remove 1 buff from the enemy. If your enemy has 50% or less life, this skill has double the chance to be a critical hit, and the chance to remove a buff becomes 100%.
'''Energy Cost:''' 2
'''Tips & Synergy:''' An excellent "execute" style skill. Use it when the enemy is low on health to reliably strip their defensive buffs and increase your chance of a high-damage critical hit.
===Reverse Magic===
'''Description:''' Deals '''178 - 217''' damage and has a base 25% chance to cure yourself of 1 debuff and redirect it to the enemy. This chance is increased by a percentage equal to your bonus damage from Defense.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A cornerstone of the defense build. This is your primary tool for punishing enemies who rely on debuffs. The higher your defense, the more reliable this skill becomes at turning an enemy's strength against them. It is less effective against enemies that do not apply debuffs.
===Envenom===
'''Description:''' Deals '''165 - 201''' damage (plus bonus damage from crit chance) and improves your critical chance by 5%. It then applies the ''Toxic Blade'' debuff on the enemy for 2 turns. If Envenom is a critical hit, the ''Toxic Blade'' debuff is applied for 6 turns instead.
'''Energy Cost:''' 3
'''Tips & Synergy:''' The high-cost payoff for a ''Toxic Blade'' build. Landing a critical hit with this skill can apply a devastatingly long debuff, putting immense pressure on your opponent. Best used when you have already built up your critical chance.
===Raise Shield===
'''Description:''' Deals '''191 - 233''' damage (plus bonus damage from defense). If your defense is less than 50% and you don't already have the ''Raise Shield'' buff, you gain the buff, which doubles your defense for 3 turns (up to a 50% cap).
'''Energy Cost:''' 4
'''Tips & Synergy:''' A key skill for tank builds. It provides a huge defensive boost when you need it most, turning you into a wall while still dealing respectable damage. Save it for when you anticipate a large burst of incoming damage.
===Safeguard===
'''Description:''' Deals '''181 - 222''' damage, then heals you for 50% of the damage dealt ('''91 - 111''' life) and shields you for 50% of the damage dealt ('''91 - 111''' absorb) for 4 turns.
'''Energy Cost:''' 5
'''Tips & Synergy:''' A powerful jack-of-all-trades energy spender. It offers a great mix of offense, direct healing, and pre-emptive defense with the absorb shield, making it a reliable use of a large amount of energy.
===Execute===
'''Description:''' Deals '''284 - 348''' damage (plus bonus damage from crit chance) and improves your critical chance by 10%. If this skill is a critical hit, it stuns the enemy for the next turn.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate finisher for a critical strike build. The damage is immense, and the stun on a critical hit can win you the game by giving you a free turn to attack again or recover.
===Bandage===
'''Description:''' Heals you for '''112 - 137''' life. If your health percentage is lower than your enemy's, this skill has triple the chance to be a critical heal. A critical heal also grants you 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your main reactive heal. The triple critical chance is a powerful comeback mechanic. Try to use it when you are at a health disadvantage to maximize its potential for a free energy point.
===Protection===
'''Description:''' Applies a buff that absorbs '''~88''' damage for 3 turns. The absorb amount is increased by your defense. When the shield is broken or expires, you gain 1 energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An excellent pre-emptive defensive skill. Use it before an enemy's big attack. Unlike ''Raise Shield'', this provides an absorb shield, which is better against single large hits. The guaranteed energy on expiration is a great bonus.
===Deep Wound===
'''Description:''' Inflicts a debuff for 6 turns that deals '''24 - 30''' damage each turn and reduces the enemy's healing done by 60%. This healing reduction decreases by 10% each turn.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A powerful tool against healer classes or enemies with strong self-healing. The long duration ensures sustained pressure and severely hampers their ability to recover.
===Retaliation===
'''Description:''' This skill removes all buffs and debuffs from both players and heals you for '''~27''' life for each effect removed. It only activates if there is at least one buff or debuff in the fight.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' A highly situational but game-changing skill. It's your ultimate counter to enemies that rely on stacking many buffs or debuffs. Use it to "reset" the fight and gain a massive heal. It is useless in fights without status effects.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Warrior.
===Voltaic Blow===
'''Description:''' Deals '''~45''' damage. If it's a critical strike, it also destroys 1 of the enemy's energy.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A solid offensive support skill. Best used when the main enemy has energy you want to remove to prevent a powerful attack.
===Spike Shield===
'''Description:''' Deals '''~45''' damage and has an 8% chance (increased by your defense) to give 1 energy to your ally.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good choice for a defense-focused support Warrior, as your primary stat increases the chance of providing your ally with valuable energy.
===Azmar Horn===
'''Description:''' If your ally is above 50% health, their damage is increased by 24%. If they are below 50% health, their healing done is increased by 24% instead. The bonus increases with skill rank.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A very flexible and powerful buff. Pay attention to your ally's health to provide them with the most effective bonus for their situation.
===Voiding Shield===
'''Description:''' Deals '''~68''' damage. It then has a chance (based on your defense) to cure your ally of 1 debuff, and another separate chance to remove 1 buff from the enemy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' While unreliable without high defense, this skill offers great utility by potentially disrupting the enemy and cleansing your ally in a single action.
===Call to Arms===
'''Description:''' Increases your ally's critical chance by 25%. It also has a 25% chance to increase their critical modifier by 25%. (Values are based on your own critical chance).
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' The go-to support skill if your ally is a damage dealer who relies on critical hits, such as a crit-based Warrior or an Archer.
===Absorb Shock===
'''Description:''' Applies a buff to your ally for 3 turns that absorbs '''~68''' damage. The amount absorbed is based on your level, defense, skill rank, and the number of your other support skills on cooldown. When the shield breaks, your ally gains 1 energy.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Your primary tool for protecting your ally from a big incoming attack. It becomes more effective later in a fight when your other skills are on cooldown.
===Pulverize===
'''Description:''' Applies a debuff on the enemy for 5 turns. While active, the enemy's critical modifier is reduced by 100% and it deals '''~23''' damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' An excellent way to shut down an enemy that relies on high critical damage. The sustained damage is a nice bonus.
===Mortal Strike===
'''Description:''' Deals '''~113''' damage, increased by 10% for each of your other support skills on cooldown. If it's a critical hit, it stuns the enemy for 1 turn and reduces their healing done by 30%.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your main damage-dealing support skill. Its power increases as you have more support skills in cooldown. The stun on a critical hit can be a game-winning interruption.
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Replaced content with "'''Warrior Class Guide''' ''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.'' '''Overview''' * Complexity: '''Low'''. * Gear dependency: '''High'''. * Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''."
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'''Warrior Class Guide'''
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
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Created page with "'''Cleric Class Guide''' ''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.'' '''Overview''' * Complexity: '''High'''. * Gear dependency: '''Medium'''. * Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''."
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'''Cleric Class Guide'''
''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.''
'''Overview'''
* Complexity: '''High'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.
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'''Cleric Class Guide'''
''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.''
'''Overview'''
* Complexity: '''High'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.Of course. I have analyzed the Cleric's skill code, calculated the values for a Level 30 character with max rank skills, and added strategic tips. Here is the comprehensive guide for the Cleric class.
'''Cleric Class Guide'''
''A versatile hybrid class that can switch between a powerful Dark damage-dealer and a resilient Holy healer.''
'''Overview'''
Complexity: '''High'''.
Gear dependency: '''Medium'''.
Recommended statistics: ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Healing Done'' '''=''' ''Critical Modifier''.
This guide details all of the Cleric's combat and support skills. The Cleric's core mechanic is switching between a '''Dark Form''' and a '''Holy Form''', which dramatically alters how their skills function. Managing your ''Faith'' and knowing when to enter a Form is key to mastering this class. The following values assume a Level 30 character with Rank 3 skills and default base stats.
<toc>
==Combat Skills==
These are the primary skills used by the Cleric in combat.
===Dark Bolt===
'''Description:''' Deals '''53 - 65''' damage and generates 1 energy. If you are in '''Dark Form''', it also gives you an absorb shield for 50% of the damage dealt ('''27 - 33''' absorb) and has a 50% chance to remove 1 enemy buff. If it removes a buff, you gain 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your go-to damage dealer, especially while in Dark Form. The added survivability from the absorb shield and the utility of removing buffs make it extremely efficient.
===Dark Comet===
'''Description:''' Generates 1 energy and applies a debuff that deals '''18 - 22''' damage each turn. Lasts for 3 turns, or 6 turns if you are in '''Dark Form'''. While in Dark Form, this skill also gives you an absorb shield for 50% of the damage dealt ('''9 - 11''' absorb) and has a 50% chance to generate 1 energy each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying sustained damage. The extended duration in Dark Form makes it a very powerful and energy-efficient way to pressure your opponent while building up your own defenses.
===Dark Force===
'''Description:''' Deals '''48 - 58''' damage, generates 1 energy, and improves your damage done by 5%. If you are in '''Dark Form''', the damage bonus is increased to 10%, you gain an absorb shield for 50% of the damage dealt ('''24 - 29''' absorb), and you have a 50% chance to generate 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great skill for ramping up your damage. Use this consistently to make all your other Dark skills hit harder. The benefits are significantly amplified while in Dark Form.
===Holy Mend===
'''Description:''' Heals you for '''43 - 53''' life and generates 1 energy. If you are in '''Holy Form''', it also deals damage equal to 50% of the healing ('''22 - 27''' damage) and has a 50% chance to cure 1 debuff from you. If it cures a debuff, you gain 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your primary healing skill. It becomes a versatile "heal and harm" ability in Holy Form, allowing you to maintain pressure while recovering.
===Holy Heal===
'''Description:''' Generates 1 energy and applies a buff that heals you for '''14 - 17''' life each turn. Lasts for 3 turns, or 6 turns if you are in '''Holy Form'''. While in Holy Form, it also deals damage equal to 50% of the healing ('''7 - 9''' damage) and has a 50% chance to generate 1 extra energy each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Provides excellent sustained healing over time. The extended duration in Holy Form makes it very efficient, keeping you healthy while you use other abilities.
===Holy Drink===
'''Description:''' Heals you for '''37 - 45''' life, generates 1 energy, and improves your healing done by 5%. If you are in '''Holy Form''', the healing bonus is increased to 10%, it deals damage equal to 50% of the healing ('''19 - 23''' damage), and has a 50% chance to generate 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great way to boost the effectiveness of all your other healing abilities. Use this before a large heal from ''Holy Mend'' or ''Absolution'' to maximize recovery.
===Corruption===
'''Description:''' Steals 5% damage done from the enemy. Then, if your Faith allows, activates '''Dark Form''' for 2 turns. While in Dark Form, your healing is converted into damage (dealing approx. '''~101''' damage) and your Dark abilities are empowered.
'''Energy Cost:''' 2
'''Tips & Synergy:''' Your primary way to enter Dark Form. Use it to switch to an aggressive, all-out damage phase. The initial stat steal helps weaken the opponent right as you begin your assault.
===Divine Wings===
'''Description:''' Decreases the enemy's damage done by 10%. Then, if your Faith allows, activates '''Holy Form''' for 2 turns. While in Holy Form, your damage is converted into healing (healing for approx. '''~101''' life) and your Holy abilities are empowered.
'''Energy Cost:''' 2
'''Tips & Synergy:''' Your main entry into Holy Form. It's a fantastic defensive move, reducing incoming damage just as you prepare to enter your healing stance.
===Maleficence===
'''Description:''' Increases all enemy cooldowns by 5 turns. Then, if your Faith allows, activates '''Dark Form''' for 3 turns.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A powerful control skill. Use it to lock down an enemy's key abilities for a long time, giving you a significant advantage as you enter your damage phase.
===Purification===
'''Description:''' Reduces all of your cooldowns by 5 turns. Then, if your Faith allows, activates '''Holy Form''' for 3 turns.
'''Energy Cost:''' 4
'''Tips & Synergy:''' Excellent for getting your powerful cooldown skills like ''Absolution'' and ''Unholy Water'' back online faster. A great way to start a long, sustained healing phase.
===Satan===
'''Description:''' Stuns the enemy and destroys all of their energy. Then, if your Faith allows, activates '''Dark Form''' for 4 turns.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate offensive setup. It completely shuts down the enemy for a turn while putting you into your strongest damage form for an extended period. This can often be a game-winning move.
===Absolution===
'''Description:''' Redirects all of your debuffs onto the enemy. Then, if your Faith allows, activates '''Holy Form''' for 4 turns.
'''Energy Cost:''' 6
'''Tips & Synergy:''' A massive swing in momentum against debuff-heavy opponents. It not only cleanses you completely but also turns the enemy's strategy back on them while you enter your most defensive form.
===Vodoo Doll===
'''Description:''' If you are in Dark Form, it applies a debuff that mirrors any damage the enemy inflicts back to them for 6 turns. If you are not in Dark Form, it steals 1 energy and stuns the enemy for 1 turn.
'''Cooldown:''' 5 turns.
'''Tips & Synergy:''' A highly strategic skill. Use it outside of Dark Form for a quick stun and energy steal, or use it inside Dark Form to punish heavy-hitting opponents, forcing them to damage themselves.
===Unholy Water===
'''Description:''' If you are in Holy Form, it applies an unremovable debuff that corrupts the enemy's healing, causing it to damage them instead for 9 turns. If you are not in Holy Form, you gain 2 energy and become immune to damage until your next turn.
'''Cooldown:''' 5 turns.
'''Tips & Synergy:''' Extremely powerful against healers. In Holy Form, it can completely negate their recovery. Outside of Holy Form, it serves as a fantastic emergency button to survive a lethal attack and gain energy.
===Final Ritual===
'''Description:''' If you are not in Dark Form, it activates Dark Form for 2 turns. If you are already in Dark Form, the enemy's health is set to be equal to your current health, and you gain an absorb shield based on the life they lost.
'''Cooldown:''' 7 turns.
'''Tips & Synergy:''' A high-risk, high-reward skill. It can be used as a simple way to enter Dark Form, but its true power lies in its second effect. Use it when you have low health and the enemy is high to bring them down to your level and gain a massive shield.
===Life Bloom===
'''Description:''' If you are not in Holy Form, it activates Holy Form for 2 turns. If you are already in Holy Form, it equalizes your current health with the enemy's, then deals additional damage based on the life they lost.
'''Cooldown:''' 7 turns.
'''Tips & Synergy:''' The holy counterpart to Final Ritual. Use it to equalize health when the enemy is low, effectively healing you significantly. The follow-up damage punishes them for being at a disadvantage.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Cleric.
===Dark Punch===
'''Description:''' Deals '''~45''' damage. If it's a critical hit, your ally also gains an absorb shield equal to the damage dealt.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good mix of offense and defense, rewarding a high-crit build with protection for your ally.
===Nightfall===
'''Description:''' Deals damage, which is increased based on the main enemy's missing health.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An execute-style support skill. Save it for when the enemy is low on health to deal a surprising amount of burst damage.
===Revitalize===
'''Description:''' Heals your ally. If it's a critical heal, your ally also gains a buff that heals them for a small amount each turn for 3 turns.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your primary direct heal for your ally. The critical effect adds valuable sustained healing, making it a reliable choice.
===Break Spirit===
'''Description:''' Applies a debuff on the enemy for 3 turns. While active, the enemy's damage is reduced by 25% and it deals a small amount of damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A powerful debuff to cripple an enemy damage dealer, significantly reducing the pressure on your team.
===Last Rites===
'''Description:''' Deals damage to the enemy. If this skill kills the enemy, your ally is healed for 25% of their maximum life.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A high-risk skill that can provide a massive heal if you can time it correctly to land the finishing blow.
===Absorb Life===
'''Description:''' Puts a buff on your ally for 3 turns that heals them each turn. When the buff expires, you are also healed for a portion of the total amount.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Provides excellent sustained healing for your ally while also keeping your own health topped up.
===Contaminate===
'''Description:''' Deals damage and applies a debuff on the enemy for 4 turns that reduces both their damage and healing done by 20%.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A versatile debuff that weakens both the offensive and defensive capabilities of an enemy, making it a strong all-around choice.
===Devastating Heal===
'''Description:''' Heals your ally. The healing is increased by 50% if your ally is below 50% health. If it's a critical heal, you also gain 1 energy.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your emergency "big heal". Save it for when your ally is in critical danger to provide a massive burst of healing and potentially gain energy.
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'''Cleric Class Guide'''
''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.''
'''Overview'''
* Complexity: '''High'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.Of course. I have
This guide details all of the Cleric's combat and support skills. The Cleric's core mechanic is switching between a '''Dark Form''' and a '''Holy Form''', which dramatically alters how their skills function. Managing your ''Faith'' and knowing when to enter a Form is key to mastering this class. The following values assume a Level 30 character with Rank 3 skills and default base stats.
==Combat Skills==
These are the primary skills used by the Cleric in combat.
===Dark Bolt===
'''Description:''' Deals '''53 - 65''' damage and generates 1 energy. If you are in '''Dark Form''', it also gives you an absorb shield for 50% of the damage dealt ('''27 - 33''' absorb) and has a 50% chance to remove 1 enemy buff. If it removes a buff, you gain 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your go-to damage dealer, especially while in Dark Form. The added survivability from the absorb shield and the utility of removing buffs make it extremely efficient.
===Dark Comet===
'''Description:''' Generates 1 energy and applies a debuff that deals '''18 - 22''' damage each turn. Lasts for 3 turns, or 6 turns if you are in '''Dark Form'''. While in Dark Form, this skill also gives you an absorb shield for 50% of the damage dealt ('''9 - 11''' absorb) and has a 50% chance to generate 1 energy each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying sustained damage. The extended duration in Dark Form makes it a very powerful and energy-efficient way to pressure your opponent while building up your own defenses.
===Dark Force===
'''Description:''' Deals '''48 - 58''' damage, generates 1 energy, and improves your damage done by 5%. If you are in '''Dark Form''', the damage bonus is increased to 10%, you gain an absorb shield for 50% of the damage dealt ('''24 - 29''' absorb), and you have a 50% chance to generate 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great skill for ramping up your damage. Use this consistently to make all your other Dark skills hit harder. The benefits are significantly amplified while in Dark Form.
===Holy Mend===
'''Description:''' Heals you for '''43 - 53''' life and generates 1 energy. If you are in '''Holy Form''', it also deals damage equal to 50% of the healing ('''22 - 27''' damage) and has a 50% chance to cure 1 debuff from you. If it cures a debuff, you gain 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your primary healing skill. It becomes a versatile "heal and harm" ability in Holy Form, allowing you to maintain pressure while recovering.
===Holy Heal===
'''Description:''' Generates 1 energy and applies a buff that heals you for '''14 - 17''' life each turn. Lasts for 3 turns, or 6 turns if you are in '''Holy Form'''. While in Holy Form, it also deals damage equal to 50% of the healing ('''7 - 9''' damage) and has a 50% chance to generate 1 extra energy each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Provides excellent sustained healing over time. The extended duration in Holy Form makes it very efficient, keeping you healthy while you use other abilities.
===Holy Drink===
'''Description:''' Heals you for '''37 - 45''' life, generates 1 energy, and improves your healing done by 5%. If you are in '''Holy Form''', the healing bonus is increased to 10%, it deals damage equal to 50% of the healing ('''19 - 23''' damage), and has a 50% chance to generate 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great way to boost the effectiveness of all your other healing abilities. Use this before a large heal from ''Holy Mend'' or ''Absolution'' to maximize recovery.
===Corruption===
'''Description:''' Steals 5% damage done from the enemy. Then, if your Faith allows, activates '''Dark Form''' for 2 turns. While in Dark Form, your healing is converted into damage (dealing approx. '''~101''' damage) and your Dark abilities are empowered.
'''Energy Cost:''' 2
'''Tips & Synergy:''' Your primary way to enter Dark Form. Use it to switch to an aggressive, all-out damage phase. The initial stat steal helps weaken the opponent right as you begin your assault.
===Divine Wings===
'''Description:''' Decreases the enemy's damage done by 10%. Then, if your Faith allows, activates '''Holy Form''' for 2 turns. While in Holy Form, your damage is converted into healing (healing for approx. '''~101''' life) and your Holy abilities are empowered.
'''Energy Cost:''' 2
'''Tips & Synergy:''' Your main entry into Holy Form. It's a fantastic defensive move, reducing incoming damage just as you prepare to enter your healing stance.
===Maleficence===
'''Description:''' Increases all enemy cooldowns by 5 turns. Then, if your Faith allows, activates '''Dark Form''' for 3 turns.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A powerful control skill. Use it to lock down an enemy's key abilities for a long time, giving you a significant advantage as you enter your damage phase.
===Purification===
'''Description:''' Reduces all of your cooldowns by 5 turns. Then, if your Faith allows, activates '''Holy Form''' for 3 turns.
'''Energy Cost:''' 4
'''Tips & Synergy:''' Excellent for getting your powerful cooldown skills like ''Absolution'' and ''Unholy Water'' back online faster. A great way to start a long, sustained healing phase.
===Satan===
'''Description:''' Stuns the enemy and destroys all of their energy. Then, if your Faith allows, activates '''Dark Form''' for 4 turns.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate offensive setup. It completely shuts down the enemy for a turn while putting you into your strongest damage form for an extended period. This can often be a game-winning move.
===Absolution===
'''Description:''' Redirects all of your debuffs onto the enemy. Then, if your Faith allows, activates '''Holy Form''' for 4 turns.
'''Energy Cost:''' 6
'''Tips & Synergy:''' A massive swing in momentum against debuff-heavy opponents. It not only cleanses you completely but also turns the enemy's strategy back on them while you enter your most defensive form.
===Vodoo Doll===
'''Description:''' If you are in Dark Form, it applies a debuff that mirrors any damage the enemy inflicts back to them for 6 turns. If you are not in Dark Form, it steals 1 energy and stuns the enemy for 1 turn.
'''Cooldown:''' 5 turns.
'''Tips & Synergy:''' A highly strategic skill. Use it outside of Dark Form for a quick stun and energy steal, or use it inside Dark Form to punish heavy-hitting opponents, forcing them to damage themselves.
===Unholy Water===
'''Description:''' If you are in Holy Form, it applies an unremovable debuff that corrupts the enemy's healing, causing it to damage them instead for 9 turns. If you are not in Holy Form, you gain 2 energy and become immune to damage until your next turn.
'''Cooldown:''' 5 turns.
'''Tips & Synergy:''' Extremely powerful against healers. In Holy Form, it can completely negate their recovery. Outside of Holy Form, it serves as a fantastic emergency button to survive a lethal attack and gain energy.
===Final Ritual===
'''Description:''' If you are not in Dark Form, it activates Dark Form for 2 turns. If you are already in Dark Form, the enemy's health is set to be equal to your current health, and you gain an absorb shield based on the life they lost.
'''Cooldown:''' 7 turns.
'''Tips & Synergy:''' A high-risk, high-reward skill. It can be used as a simple way to enter Dark Form, but its true power lies in its second effect. Use it when you have low health and the enemy is high to bring them down to your level and gain a massive shield.
===Life Bloom===
'''Description:''' If you are not in Holy Form, it activates Holy Form for 2 turns. If you are already in Holy Form, it equalizes your current health with the enemy's, then deals additional damage based on the life they lost.
'''Cooldown:''' 7 turns.
'''Tips & Synergy:''' The holy counterpart to Final Ritual. Use it to equalize health when the enemy is low, effectively healing you significantly. The follow-up damage punishes them for being at a disadvantage.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Cleric.
===Dark Punch===
'''Description:''' Deals '''~45''' damage. If it's a critical hit, your ally also gains an absorb shield equal to the damage dealt.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good mix of offense and defense, rewarding a high-crit build with protection for your ally.
===Nightfall===
'''Description:''' Deals damage, which is increased based on the main enemy's missing health.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An execute-style support skill. Save it for when the enemy is low on health to deal a surprising amount of burst damage.
===Revitalize===
'''Description:''' Heals your ally. If it's a critical heal, your ally also gains a buff that heals them for a small amount each turn for 3 turns.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your primary direct heal for your ally. The critical effect adds valuable sustained healing, making it a reliable choice.
===Break Spirit===
'''Description:''' Applies a debuff on the enemy for 3 turns. While active, the enemy's damage is reduced by 25% and it deals a small amount of damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A powerful debuff to cripple an enemy damage dealer, significantly reducing the pressure on your team.
===Last Rites===
'''Description:''' Deals damage to the enemy. If this skill kills the enemy, your ally is healed for 25% of their maximum life.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A high-risk skill that can provide a massive heal if you can time it correctly to land the finishing blow.
===Absorb Life===
'''Description:''' Puts a buff on your ally for 3 turns that heals them each turn. When the buff expires, you are also healed for a portion of the total amount.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Provides excellent sustained healing for your ally while also keeping your own health topped up.
===Contaminate===
'''Description:''' Deals damage and applies a debuff on the enemy for 4 turns that reduces both their damage and healing done by 20%.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A versatile debuff that weakens both the offensive and defensive capabilities of an enemy, making it a strong all-around choice.
===Devastating Heal===
'''Description:''' Heals your ally. The healing is increased by 50% if your ally is below 50% health. If it's a critical heal, you also gain 1 energy.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your emergency "big heal". Save it for when your ally is in critical danger to provide a massive burst of healing and potentially gain energy.
6f8ace3c895f662832894c50f108ceac08d537f1
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/* Holy Drink */
wikitext
text/x-wiki
'''Cleric Class Guide'''
''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.''
'''Overview'''
* Complexity: '''High'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.Of course. I have
This guide details all of the Cleric's combat and support skills. The Cleric's core mechanic is switching between a '''Dark Form''' and a '''Holy Form''', which dramatically alters how their skills function. Managing your ''Faith'' and knowing when to enter a Form is key to mastering this class. The following values assume a Level 30 character with Rank 3 skills and default base stats.
==Combat Skills==
These are the primary skills used by the Cleric in combat.
===Dark Bolt===
'''Description:''' Deals '''53 - 65''' damage and generates 1 energy. If you are in '''Dark Form''', it also gives you an absorb shield for 50% of the damage dealt ('''27 - 33''' absorb) and has a 50% chance to remove 1 enemy buff. If it removes a buff, you gain 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your go-to damage dealer, especially while in Dark Form. The added survivability from the absorb shield and the utility of removing buffs make it extremely efficient.
===Dark Comet===
'''Description:''' Generates 1 energy and applies a debuff that deals '''18 - 22''' damage each turn. Lasts for 3 turns, or 6 turns if you are in '''Dark Form'''. While in Dark Form, this skill also gives you an absorb shield for 50% of the damage dealt ('''9 - 11''' absorb) and has a 50% chance to generate 1 energy each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying sustained damage. The extended duration in Dark Form makes it a very powerful and energy-efficient way to pressure your opponent while building up your own defenses.
===Dark Force===
'''Description:''' Deals '''48 - 58''' damage, generates 1 energy, and improves your damage done by 5%. If you are in '''Dark Form''', the damage bonus is increased to 10%, you gain an absorb shield for 50% of the damage dealt ('''24 - 29''' absorb), and you have a 50% chance to generate 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great skill for ramping up your damage. Use this consistently to make all your other Dark skills hit harder. The benefits are significantly amplified while in Dark Form.
===Holy Mend===
'''Description:''' Heals you for '''43 - 53''' life and generates 1 energy. If you are in '''Holy Form''', it also deals damage equal to 50% of the healing ('''22 - 27''' damage) and has a 50% chance to cure 1 debuff from you. If it cures a debuff, you gain 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your primary healing skill. It becomes a versatile "heal and harm" ability in Holy Form, allowing you to maintain pressure while recovering.
===Holy Heal===
'''Description:''' Generates 1 energy and applies a buff that heals you for '''14 - 17''' life each turn. Lasts for 3 turns, or 6 turns if you are in '''Holy Form'''. While in Holy Form, it also deals damage equal to 50% of the healing ('''7 - 9''' damage) and has a 50% chance to generate 1 extra energy each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Provides excellent sustained healing over time. The extended duration in Holy Form makes it very efficient, keeping you healthy while you use other abilities.
===Holy Drink===
'''Description:''' Heals you for '''37 - 45''' life, generates 1 energy, and improves your healing done by 5%. If you are in '''Holy Form''', the healing bonus is increased to 10%, it deals damage equal to 50% of the healing ('''19 - 23''' damage), and has a 50% chance to generate 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great way to boost the effectiveness of all your other healing abilities.
===Corruption===
'''Description:''' Steals 5% damage done from the enemy. Then, if your Faith allows, activates '''Dark Form''' for 2 turns. While in Dark Form, your healing is converted into damage (dealing approx. '''~101''' damage) and your Dark abilities are empowered.
'''Energy Cost:''' 2
'''Tips & Synergy:''' Your primary way to enter Dark Form. Use it to switch to an aggressive, all-out damage phase. The initial stat steal helps weaken the opponent right as you begin your assault.
===Divine Wings===
'''Description:''' Decreases the enemy's damage done by 10%. Then, if your Faith allows, activates '''Holy Form''' for 2 turns. While in Holy Form, your damage is converted into healing (healing for approx. '''~101''' life) and your Holy abilities are empowered.
'''Energy Cost:''' 2
'''Tips & Synergy:''' Your main entry into Holy Form. It's a fantastic defensive move, reducing incoming damage just as you prepare to enter your healing stance.
===Maleficence===
'''Description:''' Increases all enemy cooldowns by 5 turns. Then, if your Faith allows, activates '''Dark Form''' for 3 turns.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A powerful control skill. Use it to lock down an enemy's key abilities for a long time, giving you a significant advantage as you enter your damage phase.
===Purification===
'''Description:''' Reduces all of your cooldowns by 5 turns. Then, if your Faith allows, activates '''Holy Form''' for 3 turns.
'''Energy Cost:''' 4
'''Tips & Synergy:''' Excellent for getting your powerful cooldown skills like ''Absolution'' and ''Unholy Water'' back online faster. A great way to start a long, sustained healing phase.
===Satan===
'''Description:''' Stuns the enemy and destroys all of their energy. Then, if your Faith allows, activates '''Dark Form''' for 4 turns.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate offensive setup. It completely shuts down the enemy for a turn while putting you into your strongest damage form for an extended period. This can often be a game-winning move.
===Absolution===
'''Description:''' Redirects all of your debuffs onto the enemy. Then, if your Faith allows, activates '''Holy Form''' for 4 turns.
'''Energy Cost:''' 6
'''Tips & Synergy:''' A massive swing in momentum against debuff-heavy opponents. It not only cleanses you completely but also turns the enemy's strategy back on them while you enter your most defensive form.
===Vodoo Doll===
'''Description:''' If you are in Dark Form, it applies a debuff that mirrors any damage the enemy inflicts back to them for 6 turns. If you are not in Dark Form, it steals 1 energy and stuns the enemy for 1 turn.
'''Cooldown:''' 5 turns.
'''Tips & Synergy:''' A highly strategic skill. Use it outside of Dark Form for a quick stun and energy steal, or use it inside Dark Form to punish heavy-hitting opponents, forcing them to damage themselves.
===Unholy Water===
'''Description:''' If you are in Holy Form, it applies an unremovable debuff that corrupts the enemy's healing, causing it to damage them instead for 9 turns. If you are not in Holy Form, you gain 2 energy and become immune to damage until your next turn.
'''Cooldown:''' 5 turns.
'''Tips & Synergy:''' Extremely powerful against healers. In Holy Form, it can completely negate their recovery. Outside of Holy Form, it serves as a fantastic emergency button to survive a lethal attack and gain energy.
===Final Ritual===
'''Description:''' If you are not in Dark Form, it activates Dark Form for 2 turns. If you are already in Dark Form, the enemy's health is set to be equal to your current health, and you gain an absorb shield based on the life they lost.
'''Cooldown:''' 7 turns.
'''Tips & Synergy:''' A high-risk, high-reward skill. It can be used as a simple way to enter Dark Form, but its true power lies in its second effect. Use it when you have low health and the enemy is high to bring them down to your level and gain a massive shield.
===Life Bloom===
'''Description:''' If you are not in Holy Form, it activates Holy Form for 2 turns. If you are already in Holy Form, it equalizes your current health with the enemy's, then deals additional damage based on the life they lost.
'''Cooldown:''' 7 turns.
'''Tips & Synergy:''' The holy counterpart to Final Ritual. Use it to equalize health when the enemy is low, effectively healing you significantly. The follow-up damage punishes them for being at a disadvantage.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Cleric.
===Dark Punch===
'''Description:''' Deals '''~45''' damage. If it's a critical hit, your ally also gains an absorb shield equal to the damage dealt.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good mix of offense and defense, rewarding a high-crit build with protection for your ally.
===Nightfall===
'''Description:''' Deals damage, which is increased based on the main enemy's missing health.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An execute-style support skill. Save it for when the enemy is low on health to deal a surprising amount of burst damage.
===Revitalize===
'''Description:''' Heals your ally. If it's a critical heal, your ally also gains a buff that heals them for a small amount each turn for 3 turns.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your primary direct heal for your ally. The critical effect adds valuable sustained healing, making it a reliable choice.
===Break Spirit===
'''Description:''' Applies a debuff on the enemy for 3 turns. While active, the enemy's damage is reduced by 25% and it deals a small amount of damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A powerful debuff to cripple an enemy damage dealer, significantly reducing the pressure on your team.
===Last Rites===
'''Description:''' Deals damage to the enemy. If this skill kills the enemy, your ally is healed for 25% of their maximum life.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A high-risk skill that can provide a massive heal if you can time it correctly to land the finishing blow.
===Absorb Life===
'''Description:''' Puts a buff on your ally for 3 turns that heals them each turn. When the buff expires, you are also healed for a portion of the total amount.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Provides excellent sustained healing for your ally while also keeping your own health topped up.
===Contaminate===
'''Description:''' Deals damage and applies a debuff on the enemy for 4 turns that reduces both their damage and healing done by 20%.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A versatile debuff that weakens both the offensive and defensive capabilities of an enemy, making it a strong all-around choice.
===Devastating Heal===
'''Description:''' Heals your ally. The healing is increased by 50% if your ally is below 50% health. If it's a critical heal, you also gain 1 energy.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your emergency "big heal". Save it for when your ally is in critical danger to provide a massive burst of healing and potentially gain energy.
2e854b6ba3425796f90897d89fb84abe5e720401
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/* Purification */
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'''Cleric Class Guide'''
''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.''
'''Overview'''
* Complexity: '''High'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.Of course. I have
This guide details all of the Cleric's combat and support skills. The Cleric's core mechanic is switching between a '''Dark Form''' and a '''Holy Form''', which dramatically alters how their skills function. Managing your ''Faith'' and knowing when to enter a Form is key to mastering this class. The following values assume a Level 30 character with Rank 3 skills and default base stats.
==Combat Skills==
These are the primary skills used by the Cleric in combat.
===Dark Bolt===
'''Description:''' Deals '''53 - 65''' damage and generates 1 energy. If you are in '''Dark Form''', it also gives you an absorb shield for 50% of the damage dealt ('''27 - 33''' absorb) and has a 50% chance to remove 1 enemy buff. If it removes a buff, you gain 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your go-to damage dealer, especially while in Dark Form. The added survivability from the absorb shield and the utility of removing buffs make it extremely efficient.
===Dark Comet===
'''Description:''' Generates 1 energy and applies a debuff that deals '''18 - 22''' damage each turn. Lasts for 3 turns, or 6 turns if you are in '''Dark Form'''. While in Dark Form, this skill also gives you an absorb shield for 50% of the damage dealt ('''9 - 11''' absorb) and has a 50% chance to generate 1 energy each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Excellent for applying sustained damage. The extended duration in Dark Form makes it a very powerful and energy-efficient way to pressure your opponent while building up your own defenses.
===Dark Force===
'''Description:''' Deals '''48 - 58''' damage, generates 1 energy, and improves your damage done by 5%. If you are in '''Dark Form''', the damage bonus is increased to 10%, you gain an absorb shield for 50% of the damage dealt ('''24 - 29''' absorb), and you have a 50% chance to generate 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great skill for ramping up your damage. Use this consistently to make all your other Dark skills hit harder. The benefits are significantly amplified while in Dark Form.
===Holy Mend===
'''Description:''' Heals you for '''43 - 53''' life and generates 1 energy. If you are in '''Holy Form''', it also deals damage equal to 50% of the healing ('''22 - 27''' damage) and has a 50% chance to cure 1 debuff from you. If it cures a debuff, you gain 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Your primary healing skill. It becomes a versatile "heal and harm" ability in Holy Form, allowing you to maintain pressure while recovering.
===Holy Heal===
'''Description:''' Generates 1 energy and applies a buff that heals you for '''14 - 17''' life each turn. Lasts for 3 turns, or 6 turns if you are in '''Holy Form'''. While in Holy Form, it also deals damage equal to 50% of the healing ('''7 - 9''' damage) and has a 50% chance to generate 1 extra energy each turn.
'''Energy Cost:''' 0
'''Tips & Synergy:''' Provides excellent sustained healing over time. The extended duration in Holy Form makes it very efficient, keeping you healthy while you use other abilities.
===Holy Drink===
'''Description:''' Heals you for '''37 - 45''' life, generates 1 energy, and improves your healing done by 5%. If you are in '''Holy Form''', the healing bonus is increased to 10%, it deals damage equal to 50% of the healing ('''19 - 23''' damage), and has a 50% chance to generate 1 extra energy.
'''Energy Cost:''' 0
'''Tips & Synergy:''' A great way to boost the effectiveness of all your other healing abilities.
===Corruption===
'''Description:''' Steals 5% damage done from the enemy. Then, if your Faith allows, activates '''Dark Form''' for 2 turns. While in Dark Form, your healing is converted into damage (dealing approx. '''~101''' damage) and your Dark abilities are empowered.
'''Energy Cost:''' 2
'''Tips & Synergy:''' Your primary way to enter Dark Form. Use it to switch to an aggressive, all-out damage phase. The initial stat steal helps weaken the opponent right as you begin your assault.
===Divine Wings===
'''Description:''' Decreases the enemy's damage done by 10%. Then, if your Faith allows, activates '''Holy Form''' for 2 turns. While in Holy Form, your damage is converted into healing (healing for approx. '''~101''' life) and your Holy abilities are empowered.
'''Energy Cost:''' 2
'''Tips & Synergy:''' Your main entry into Holy Form. It's a fantastic defensive move, reducing incoming damage just as you prepare to enter your healing stance.
===Maleficence===
'''Description:''' Increases all enemy cooldowns by 5 turns. Then, if your Faith allows, activates '''Dark Form''' for 3 turns.
'''Energy Cost:''' 4
'''Tips & Synergy:''' A powerful control skill. Use it to lock down an enemy's key abilities for a long time, giving you a significant advantage as you enter your damage phase.
===Purification===
'''Description:''' Reduces all of your cooldowns by 5 turns. Then, if your Faith allows, activates '''Holy Form''' for 3 turns.
'''Energy Cost:''' 4
'''Tips & Synergy:''' Excellent for getting your powerful cooldown skills like ''Life Bloom'', ''Unholy Water'' or simply the Switch Skill back online faster. A great way to start a long, sustained healing phase.
===Satan===
'''Description:''' Stuns the enemy and destroys all of their energy. Then, if your Faith allows, activates '''Dark Form''' for 4 turns.
'''Energy Cost:''' 6
'''Tips & Synergy:''' The ultimate offensive setup. It completely shuts down the enemy for a turn while putting you into your strongest damage form for an extended period. This can often be a game-winning move.
===Absolution===
'''Description:''' Redirects all of your debuffs onto the enemy. Then, if your Faith allows, activates '''Holy Form''' for 4 turns.
'''Energy Cost:''' 6
'''Tips & Synergy:''' A massive swing in momentum against debuff-heavy opponents. It not only cleanses you completely but also turns the enemy's strategy back on them while you enter your most defensive form.
===Vodoo Doll===
'''Description:''' If you are in Dark Form, it applies a debuff that mirrors any damage the enemy inflicts back to them for 6 turns. If you are not in Dark Form, it steals 1 energy and stuns the enemy for 1 turn.
'''Cooldown:''' 5 turns.
'''Tips & Synergy:''' A highly strategic skill. Use it outside of Dark Form for a quick stun and energy steal, or use it inside Dark Form to punish heavy-hitting opponents, forcing them to damage themselves.
===Unholy Water===
'''Description:''' If you are in Holy Form, it applies an unremovable debuff that corrupts the enemy's healing, causing it to damage them instead for 9 turns. If you are not in Holy Form, you gain 2 energy and become immune to damage until your next turn.
'''Cooldown:''' 5 turns.
'''Tips & Synergy:''' Extremely powerful against healers. In Holy Form, it can completely negate their recovery. Outside of Holy Form, it serves as a fantastic emergency button to survive a lethal attack and gain energy.
===Final Ritual===
'''Description:''' If you are not in Dark Form, it activates Dark Form for 2 turns. If you are already in Dark Form, the enemy's health is set to be equal to your current health, and you gain an absorb shield based on the life they lost.
'''Cooldown:''' 7 turns.
'''Tips & Synergy:''' A high-risk, high-reward skill. It can be used as a simple way to enter Dark Form, but its true power lies in its second effect. Use it when you have low health and the enemy is high to bring them down to your level and gain a massive shield.
===Life Bloom===
'''Description:''' If you are not in Holy Form, it activates Holy Form for 2 turns. If you are already in Holy Form, it equalizes your current health with the enemy's, then deals additional damage based on the life they lost.
'''Cooldown:''' 7 turns.
'''Tips & Synergy:''' The holy counterpart to Final Ritual. Use it to equalize health when the enemy is low, effectively healing you significantly. The follow-up damage punishes them for being at a disadvantage.
==Support Skills==
These skills are used in 2v2 battles when playing as a support Cleric.
===Dark Punch===
'''Description:''' Deals '''~45''' damage. If it's a critical hit, your ally also gains an absorb shield equal to the damage dealt.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' A good mix of offense and defense, rewarding a high-crit build with protection for your ally.
===Nightfall===
'''Description:''' Deals damage, which is increased based on the main enemy's missing health.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' An execute-style support skill. Save it for when the enemy is low on health to deal a surprising amount of burst damage.
===Revitalize===
'''Description:''' Heals your ally. If it's a critical heal, your ally also gains a buff that heals them for a small amount each turn for 3 turns.
'''Cooldown:''' 3 turns
'''Tips & Synergy:''' Your primary direct heal for your ally. The critical effect adds valuable sustained healing, making it a reliable choice.
===Break Spirit===
'''Description:''' Applies a debuff on the enemy for 3 turns. While active, the enemy's damage is reduced by 25% and it deals a small amount of damage each turn.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A powerful debuff to cripple an enemy damage dealer, significantly reducing the pressure on your team.
===Last Rites===
'''Description:''' Deals damage to the enemy. If this skill kills the enemy, your ally is healed for 25% of their maximum life.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A high-risk skill that can provide a massive heal if you can time it correctly to land the finishing blow.
===Absorb Life===
'''Description:''' Puts a buff on your ally for 3 turns that heals them each turn. When the buff expires, you are also healed for a portion of the total amount.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' Provides excellent sustained healing for your ally while also keeping your own health topped up.
===Contaminate===
'''Description:''' Deals damage and applies a debuff on the enemy for 4 turns that reduces both their damage and healing done by 20%.
'''Cooldown:''' 4 turns
'''Tips & Synergy:''' A versatile debuff that weakens both the offensive and defensive capabilities of an enemy, making it a strong all-around choice.
===Devastating Heal===
'''Description:''' Heals your ally. The healing is increased by 50% if your ally is below 50% health. If it's a critical heal, you also gain 1 energy.
'''Cooldown:''' 5 turns
'''Tips & Synergy:''' Your emergency "big heal". Save it for when your ally is in critical danger to provide a massive burst of healing and potentially gain energy.
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Replaced content with "'''Cleric Class Guide''' ''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.'' '''Overview''' * Complexity: '''High'''. * Gear dependency: '''Medium'''. * Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.Of course. I have"
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'''Cleric Class Guide'''
''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.''
'''Overview'''
* Complexity: '''High'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.Of course. I have
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Warlock / Witch
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Created page with "'''Warlock / Witch Class Guide''' ''An occult caster, specializing in crippling foes with curses and sustaining itself by draining life force.'' '''Overview''' * Complexity: '''Low'''. * Gear dependency: '''Medium'''. * Reccomended statistics: ''Defense'' '''>''' ''Damage Done'' '''>''' ''Healing Done'' '''=''' ''Critical Modifier''."
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'''Warlock / Witch Class Guide'''
''An occult caster, specializing in crippling foes with curses and sustaining itself by draining life force.''
'''Overview'''
* Complexity: '''Low'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Defense'' '''>''' ''Damage Done'' '''>''' ''Healing Done'' '''=''' ''Critical Modifier''.
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Archer
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Created page with "'''Archer Class Guide''' ''An agile class that specializes in powerful shots, using different types of arrows, and tactical trap placement.'' '''Overview''' * Complexity: '''Medium'''. * Gear dependency: '''High'''. * Reccomended statistics: ''Speed'' '''>''' ''Damage Done'' '''=''' ''Defense'' > 'Critical Modifier'' '''=''' ''Critical Strike''."
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'''Archer Class Guide'''
''An agile class that specializes in powerful shots, using different types of arrows, and tactical trap placement.''
'''Overview'''
* Complexity: '''Medium'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Speed'' '''>''' ''Damage Done'' '''=''' ''Defense'' > 'Critical Modifier'' '''=''' ''Critical Strike''.
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'''Archer Class Guide'''
''An agile class that specializes in powerful shots, using different types of arrows, and tactical trap placement.''
'''Overview'''
* Complexity: '''Medium'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Speed'' '''>''' ''Damage Done'' '''=''' ''Defense'' '''>''' Critical Modifier'' '''=''' ''Critical Strike''.
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'''Archer Class Guide'''
''An agile class that specializes in powerful shots, using different types of arrows, and tactical trap placement.''
'''Overview'''
* Complexity: '''Medium'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Speed'' '''>''' ''Damage Done'' '''>=''' ''Defense'',
60b07e6f433e5a49633a76468504646280f3a4f0
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wikitext
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'''Archer Class Guide'''
''An agile class that specializes in powerful shots, using different types of arrows, and tactical trap placement.''
'''Overview'''
* Complexity: '''Medium'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Speed'' '''>''' ''Damage Done'' '''>=''' ''Defense''.
c787b4770f225667124f5b44127ed41a32ee64e2
Enemies
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Created page with "Of course. Here is a comprehensive guide for each enemy based on the provided code, formatted for a wiki.gg page. This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest. '''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects. <toc> == Normal Quest Enemies == These are the standard enemies encountered throughout the main storyline and side quests. === Ban..."
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Of course. Here is a comprehensive guide for each enemy based on the provided code, formatted for a wiki.gg page.
This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
<toc>
== Normal Quest Enemies ==
These are the standard enemies encountered throughout the main storyline and side quests.
=== Bandit ===
{{EnemyInfo
|name = Bandit
|image = [[File:BanditVs.png]]
|level = 1
|life = 50
|gold = 1
|experience = 60
|chest_chance = 5%
|type = Normal Quest
|id = 1
}}
The '''Bandit''' is a basic enemy, likely one of the first a new hero will face.
==== Abilities ====
*'''Stab:''' Deals 6 - 8 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Slaughter:}}''' Deals 9 - 12 damage. Requires {{Color|lightskyblue|2}} energy.
==== Strategy ====
The Bandit follows a simple pattern:
*It will use '''Stab''' to build energy when it has less than 2.
*Once it has 2 or more energy, it will spend it on its stronger attack, '''Slaughter'''.
*The Bandit can be affected by the '''Confused''' state, which gives it a 50% chance to skip its turn.
=== Vice ===
{{EnemyInfo
|name = Vice
|image = [[File:ViceVs.png]]
|level = 2
|life = 80
|gold = 2
|experience = 80
|chest_chance = 10%
|type = Normal Quest
|id = 2
}}
A slightly more advanced early-game opponent.
==== Abilities ====
*'''Saber Slash:''' Deals 8 - 11 damage and generates {{Color|lightskyblue|1}} - {{Color|lightskyblue|2}} energy.
*'''{{Color|lightskyblue|Electric Blade:}}''' Deals 12 - 17 damage and increases your {{Color|yellow|critical}} chance by {{Color|yellow|10%}}. Requires {{Color|lightskyblue|3}} energy.
==== Strategy ====
Vice's strategy is to build up energy for his powerful Electric Blade.
*He uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
*With 3 or more energy, he will unleash '''Electric Blade''' to deal damage and permanently boost his own critical strike chance.
=== Boss ===
{{EnemyInfo
|name = Boss
|image = [[File:BossVs.png]]
|level = 3
|life = 140
|gold = 3
|experience = 100
|chest_chance = 15%
|type = Normal Quest
|id = 3
}}
A formidable early-game boss who manipulates stats and energy.
==== Abilities ====
*'''Pain Bolts:''' Attack {{Color|red|1}} - {{Color|red|2}} times, dealing 8 - 10 damage and generating {{Color|lightskyblue|1}} energy for each attack.
*'''{{Color|lightskyblue|Soul Leech:}}''' Deals 18 - 25 damage and {{Color|greenyellow|heals}} you for {{Color|greenyellow|50%}} of the damage dealt ( 9 - 13 ). Requires {{Color|lightskyblue|5}} energy.
*'''{{Color|gold|Mind Chaos:}}''' Steals {{Color|red|1}} energy, and then steals {{Color|red|5%}} damage done and {{Color|red|5%}} healing done. It only has a {{Color|lightskyblue|50%}} chance to be used. {{Cooldown|3}}
==== Strategy ====
The Boss has a clear priority list for his attacks.
*If '''Mind Chaos''' is available and the hero has at least 1 energy, he has a 50% chance to use it to steal energy and stats.
*If he cannot use Mind Chaos but has 5 or more energy, he will use '''Soul Leech''' for a powerful life-draining attack.
*Otherwise, he will use '''Pain Bolts''' to deal damage and build energy.
=== Guard ===
{{EnemyInfo
|name = Guard
|image = [[File:GuardVs.png]]
|level = 5
|life = 160
|gold = 5
|experience = 140
|chest_chance = 5%
|type = Normal Quest
|id = 4
}}
A defensive enemy who can protect himself from harm.
==== Abilities ====
*'''Sword Strike:''' Deals 10 - 13 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Sword Pierce:}}''' Deals 20 - 27 damage. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|On Guard:}}''' Generate {{Color|lightskyblue|1}} energy and put a {{Color|lightskyblue|buff}} on yourself that increases your {{Color|sandybrown|defense}} by {{Color|sandybrown|30%}} for {{Color|lightskyblue|3}} turns. {{Cooldown|5}}
==== Strategy ====
The Guard's AI prioritizes defense.
*If '''On Guard''' is available and he is not already buffed, he will use it to significantly increase his defense.
*If On Guard is on cooldown or he is already buffed, he will use '''Sword Pierce''' if he has 3 or more energy.
*Otherwise, he will use his basic '''Sword Strike''' to deal damage and gain energy.
(The guide would continue in this format for all enemies)
...
=== Ashera ===
{{EnemyInfo
|name = Ashera
|image = [[File:AsheraVs.png]]
|level = 15
|life = 400
|gold = 15
|experience = 340
|chest_chance = 15%
|type = Normal Quest
|id = 21
}}
A complex boss who punishes players for using cooldowns and can become immune to damage.
==== Abilities ====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates {{Color|lightskyblue|1}} energy, and {{Color|greenyellow|heals}} you for {{Color|greenyellow|50%}} of the damage dealt ( 15 - 19 ).
*'''{{Color|lightskyblue|Dark Chaos:}}''' Deal 60 - 79 damage, then increase your damage by {{Color|red|10%}}, your healing by {{Color|greenyellow|10%}} and your critical chance by {{Color|yellow|10%}}. Requires {{Color|lightskyblue|4}} energy.
*'''{{Color|gold|Ashera Rage:}}''' Put the Ashera Rage {{Color|red|debuff}} on the enemy for {{Color|lightskyblue|5}} turns. While the enemy is debuffed with Ashera Rage: every {{Color|gold|cooldown}} they use will increase Ashera's damage done. {{Cooldown|6}}
*'''{{Color|gold|Dispersion:}}''' Put a {{Color|lightskyblue|buff}} on yourself that has a chance to make you {{Color|sandybrown|immune}} to damage when the enemy spends energy. Lasts for {{Color|lightskyblue|7}} turns. {{Cooldown|6}}
==== Strategy ====
Ashera's AI has a strict priority system based on her cooldowns and debuffs.
*Her first priority is to apply '''Ashera Rage''' if it's off cooldown and the hero is not already afflicted by it.
*Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
*If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
*If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
=== Zulvoth ===
{{EnemyInfo
|name = Zulvoth
|image = [[File:ZulvothVs.png]]
|level = 29
|life = 680
|gold = 29
|experience = 580
|chest_chance = 15%
|type = Normal Quest
|id = 60
}}
A unique boss who deals damage based on his own missing health for a limited number of turns.
==== Abilities ====
*'''{{Color|plum|Soulscourge:}}''' Deals damage equal to your {{Color|red|missing}} life. Current damage: {{Color|red|...}}. It can only be used 8 times. Remaining attacks: {{Color|plum|...}}
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
==== Strategy ====
Zulvoth's fight is a race against time.
*For his first '''8 attacks''', he will exclusively use '''Soulscourge'''. This attack deals damage equal to the health he has lost, meaning it becomes more powerful the more he is damaged.
*After the 8th use of Soulscourge, he will switch to his standard '''Nightmare''' attack for the rest of the fight.
== Extra Quest Enemies ==
These enemies are typically found in special, challenging side quests and often have unique mechanics.
=== Raid Leader ===
{{EnemyInfo
|name = Raid Leader
|image = [[File:RaidleaderVs.png]]
|level = 3
|life = 140
|gold = 3
|experience = 80
|chest_chance = 10%
|type = Extra Quest
|id = 0.1
}}
A tactical leader who buffs himself and debuffs his opponent.
==== Abilities ====
*'''Boost Strike:''' Deals 10 - 13 damage, generates {{Color|lightskyblue|1}} energy, and increases your damage, defense or critical chance by {{Color|plum|5%}}.
*'''{{Color|lightskyblue|Mortal Slashes:}}''' Deals 16 - 21 damage, then puts a {{Color|red|debuff}} on the enemy that either {{Color|red|reduces}} their damage by {{Color|lightsalmon|50%}}, or their healing by {{Color|lightsalmon|75%}}, or their critical modifier by {{Color|lightsalmon|150%}} for {{Color|lightskyblue|1}} turn. Requires {{Color|lightskyblue|2}} energy.
==== Strategy ====
*The Raid Leader will use '''Boost Strike''' to deal damage and randomly buff himself as long as he has less than 2 energy.
*Once he has 2 or more energy, he will use '''Mortal Slashes''' to inflict damage and apply one of three powerful, random debuffs to the hero.
== Dungeon Monsters ==
Enemies found in the scalable Dungeon mode. Their stats and damage are based on the current Dungeon Level.
=== Goblin ===
{{EnemyInfo
|name = Goblin
|image = [[File:WitchgoblinVs.png]]
|level = ~1.125 * (Dungeon Level)
|life = 12 * (Dungeon Level)
|gold = ~(Dungeon Level) / 3
|experience = 0
|chest_chance = 2%
|type = Dungeon
|id = 1.01
}}
A versatile dungeon enemy that can switch between offense, debuffing, and healing.
==== Abilities ====
*'''Spear Strike:''' Deals (3 * Level) - (4 * Level) damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|plum|Ancient Curse:}}''' Generates {{Color|lightskyblue|1}} energy and puts a {{Color|red|debuff}} on the enemy for {{Color|lightskyblue|3}} turns that deals (1.5 * Level) - (2 * Level) damage. While Ancient Curse is active: enemy's healing done is reduced by {{Color|red|30%}}.
*'''{{Color|lightskyblue|Spear Throw / Vodoo Mend:}}''' If you have {{Color|lightskyblue|more}} than 50% life: deal (6 * Level) - (8 * Level) damage. If you have {{Color|red|less}} than 50% life: heal yourself for (6 * Level) - (8 * Level) life. Requires {{Color|lightskyblue|3}} energy.
==== Strategy ====
The Goblin's AI is adaptive:
*If it has 3 or more energy, it will use its energy skill. It will use '''Spear Throw''' for high damage if its health is above 50%, or '''Vodoo Mend''' to heal itself if its health is 50% or lower.
*If it has less than 3 energy, it will prioritize applying '''Ancient Curse''' if the hero doesn't already have it and has space for a debuff.
*If it cannot use its energy skill or apply the curse, it defaults to '''Spear Strike''' to build energy.
=== Champion ===
{{EnemyInfo
|name = Champion
|image = [[File:ChampionVs.png]]
|level = ~1.5 * (Dungeon Level)
|life = 32 * (Dungeon Level)
|gold = ~(Dungeon Level)
|experience = 0
|chest_chance = 6%
|type = Dungeon
|id = 1.1
}}
A powerful dungeon boss that can turn a hero's debuffs against them.
==== Abilities ====
*'''Rune Strike:''' Deals (3 * Level) - (4 * Level) damage, generates {{Color|lightskyblue|1}} - {{Color|lightskyblue|3}} energy, and has a 50% chance to remove {{Color|red|1}} enemy's {{Color|lightskyblue|buff}}. This attack {{Color|red|ignores}} enemy's {{Color|sandybrown|defense}}.
*'''{{Color|lightskyblue|Dark Rune:}}''' Deals (7 * Level) - (9.4 * Level) damage, reduces your enemy's healing done by {{Color|red|40%}}, and puts a {{Color|red|debuff}} on the enemy for {{Color|lightskyblue|3}} turns that {{Color|red|mirrors}} back to them any {{Color|red|damage}} inflicted. Requires {{Color|lightskyblue|6}} energy.
*'''{{Color|gold|Reverse Pain:}}''' {{Color|lightgreen|Cure}} yourself of {{Color|red|1}} debuff, then apply the same {{Color|red|debuff}} on the enemy. {{Cooldown|4}}
==== Strategy ====
The Champion's logic focuses on countering the hero's actions.
*It will prioritize using '''Reverse Pain''' if its cooldown is ready and it is suffering from at least one debuff.
*If it can't reverse pain, it will use its devastating '''Dark Rune''' attack if it has 6 or more energy.
*Otherwise, it will use '''Rune Strike''', a powerful basic attack that ignores defense and has a chance to remove a hero's buff.
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==Normal Quest Enemies==
This section covers enemies encountered during the main story quests.
===Bandit (ID: 1)===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Slaughter:}}''' Deals 9 - 12 damage. Requires {{Color|lightskyblue|2}} energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the '''Confused''' status, it has a 50% chance to skip its turn.
===Vice (ID: 2)===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Saber Slash:''' Deals 8 - 11 damage and generates {{Color|lightskyblue|1}} - {{Color|lightskyblue|2}} energy.
*'''{{Color|lightskyblue|Electric Blade:}}''' Deals 12 - 17 damage and increases your {{Color|yellow|critical}} chance by {{Color|yellow|10%}}. Requires {{Color|lightskyblue|3}} energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss (ID: 3)===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack {{Color|red|1}} - {{Color|red|2}} times, dealing 8 - 10 damage and generating {{Color|lightskyblue|1}} energy for each attack.
*'''{{Color|lightskyblue|Soul Leech:}}''' Deals 18 - 25 damage and {{Color|greenyellow|heals}} you for {{Color|greenyellow|50%}} of the damage dealt ( 9 - 13 ). Requires {{Color|lightskyblue|5}} energy.
*'''{{Color|gold|Mind Chaos:}}''' Steals {{Color|red|1}} energy, and then steals {{Color|red|5%}} damage done and {{Color|red|5%}} healing done. It only has a {{Color|lightskyblue|50%}} chance to be used. {{Cooldown|3}}
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard (ID: 4)===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Sword Pierce:}}''' Deals 20 - 27 damage. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|On Guard:}}''' Generate {{Color|lightskyblue|1}} energy and put a {{Color|lightskyblue|buff}} on yourself that increases your {{Color|sandybrown|defense}} by {{Color|sandybrown|30%}} for {{Color|lightskyblue|3}} turns. {{Cooldown|5}}
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake (ID: 5)===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Constrict:}}''' Deals 9 - 12 damage. Requires {{Color|lightskyblue|2}} energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda (ID: 6)===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Tail Sting:}}''' Put a {{Color|red|debuff}} on the enemy that deals 5 - 6 damage for {{Color|lightskyblue|3}} turns. Requires {{Color|lightskyblue|2}} energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran (ID: 7)===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates {{Color|lightskyblue|1}} energy, and increases your {{Color|red|damage}} by {{Color|red|3%}}.
*'''{{Color|lightsalmon|Lacerate:}}''' Generates {{Color|lightskyblue|1}} energy and puts a {{Color|red|debuff}} on the enemy for {{Color|lightskyblue|3}} turns that deals 4 - 5 damage.
*'''{{Color|lightskyblue|Assault:}}''' Deals 16 - 23 damage. Requires {{Color|lightskyblue|4}} energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll (ID: 8)===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Smash:}}''' Deals 14 - 19 damage. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Anger:}}''' Usable only if you have {{Color|red|50%}} or less life. Generate {{Color|lightskyblue|1}} energy and put a {{Color|lightskyblue|buff}} on yourself that increases your {{Color|sandybrown|defense}} by {{Color|sandybrown|10%}} and your {{Color|yellow|critical}} chance based on the amount of your missing life. Lasts for {{Color|lightskyblue|4}} turns. {{Cooldown|5}}
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc (ID: 9)===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates {{Color|lightskyblue|1}} energy and strikes for {{Color|red|1}} - {{Color|red|3}} times, dealing 4 - 6 damage for each strike.
*'''{{Color|lightskyblue|Pierce Shot:}}''' Deals 14 - 19 damage. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Counter Shot:}}''' Deals 8 - 11 damage and generates {{Color|lightskyblue|1}} energy. Then, removes {{Color|red|1}} enemy's {{Color|lightskyblue|buff}} and destroys {{Color|red|1}} enemy's energy. {{Cooldown|4}}
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest (ID: 10)===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, {{Color|greenyellow|heals}} you for {{Color|greenyellow|60%}} of the damage dealt ( 5 - 7 ) and generates {{Color|lightskyblue|1}} energy. It also has a chance ( based on your {{Color|red|missing}} life ) to {{Color|greenyellow|heal}} you for 2 - 2 life for {{Color|lightskyblue|3}} turns.
*'''{{Color|lightskyblue|Nature Wrath:}}''' Put a {{Color|lightskyblue|buff}} on yourself that increases your {{Color|red|damage}} done by {{Color|red|100%}} and your {{Color|greenyellow|healing}} done by {{Color|greenyellow|50%}} for {{Color|lightskyblue|2}} turns. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Sanitize:}}''' {{Color|lightgreen|Cure}} yourself of {{Color|red|1}} enemy's {{Color|red|debuff}} and then apply the same {{Color|red|debuff}} on the enemy. {{Cooldown|6}}
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch (ID: 11)===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|plum|Anguish:}}''' Generates {{Color|lightskyblue|1}} energy, then puts a {{Color|red|debuff}} on the enemy that deals 4 - 5 damage for {{Color|red|3}} turns, and heals you for {{Color|greenyellow|75%}} of the damage dealt ( 3 - 4 ).
*'''{{Color|lightskyblue|Terror:}}''' Put a {{Color|red|debuff}} on the enemy that deals 8 - 10 damage for {{Color|red|3}} turns. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Shadow Form:}}''' Put a {{Color|lightskyblue|buff}} on yourself that increases your {{Color|sandybrown|defense}} by {{Color|sandybrown|40%}} and your {{Color|red|damage}} done by {{Color|red|60%}} for {{Color|lightskyblue|2}} turns. {{Cooldown|6}}
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen (ID: 12)===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates {{Color|lightskyblue|1}} energy. It also has a chance ( based on your {{Color|red|missing}} life ) to {{Color|greenyellow|heal}} you for {{Color|greenyellow|50%}} of the damage dealt ( 6 - 9 ).
*'''{{Color|lightskyblue|Pandemonium:}}''' Deals 24 - 35 damage, destroys {{Color|red|2}} enemy's energy, and increases all enemy's {{Color|gold|cooldowns}} by {{Color|red|2}}. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Death Curse:}}''' Puts a {{Color|red|debuff}} on the enemy that deals 80 damage after {{Color|red|7}} turns. {{Cooldown|8}}
*'''{{Color|gold|Dark Shield:}}''' Put a {{Color|lightskyblue|buff}} on yourself that absorbs {{Color|sandybrown|60}} damage for {{Color|lightskyblue|3}} turns. Usable only if you have {{Color|red|25%}} or less life. {{Cooldown|6}}
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton (ID: 13)===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Bone Break:}}''' Deal 12 - 16 damage, then inflict the same damage on {{Color|red|yourself}}, and put a {{Color|lightskyblue|buff}} on yourself that absorbs {{Color|sandybrown|36 - 48}} damage. Requires {{Color|lightskyblue|3}} energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper (ID: 14)===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates {{Color|lightskyblue|1}} energy. It has a 5% chance for each of your enemy's energy to destroy {{Color|red|1}} enemy's energy.
*'''{{Color|lightskyblue|Harvest:}}''' Deals 32 - 43 damage and increases all enemy's {{Color|gold|cooldowns}} by {{Color|red|2}}. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Heal Curse:}}''' Puts a {{Color|red|debuff}} on the enemy that steals them 30 life after {{Color|red|3}} turns. While this {{Color|red|curse}} is active, enemy's attempts to heal will {{Color|lightsalmon|hurt}} them instead. {{Cooldown|4}}
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia (ID: 15)===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightsalmon|Wound:}}''' Puts a {{Color|red|debuff}} on the enemy that deals 10 - 14 damage, {{Color|red|reduces}} enemy's damage done by {{Color|red|2%}}, and has a {{Color|lightskyblue|50%}} chance to generate {{Color|lightskyblue|1}} energy every turn. Lasts for {{Color|red|3}} turns.
*'''{{Color|lightsalmon|Infection:}}''' Puts a {{Color|red|debuff}} on the enemy that deals 8 - 12 damage, has a {{Color|lightskyblue|50%}} chance to increase all enemy's {{Color|gold|cooldowns}} by {{Color|red|1}}, plus a {{Color|lightskyblue|50%}} chance to generate {{Color|lightskyblue|1}} energy, every turn. Lasts for {{Color|red|3}} turns.
*'''{{Color|lightskyblue|Infected Bite:}}''' Puts a {{Color|red|debuff}} on the enemy that deals 14 - 18 damage and has a {{Color|lightskyblue|25%}} chance to destroy {{Color|red|1}} enemy's energy every turn. Lasts for {{Color|red|5}} turns. Requires {{Color|lightskyblue|5}} energy.
====Strategy====
Julia applies her debuffs in a specific order. If you have debuff slots available, she will prioritize:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape''' to deal damage and gain energy.
===Melee Orc (ID: 16)===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates {{Color|lightskyblue|1}} energy and strikes for {{Color|red|1}} - {{Color|red|3}} times, dealing 8 - 11 damage for each strike.
*'''{{Color|lightskyblue|Heavy Blow:}}''' Deals 24 - 32 damage. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Counter Slash:}}''' Deals 16 - 21 damage and generates {{Color|lightskyblue|1}} energy. Then, removes {{Color|red|1}} enemy's {{Color|lightskyblue|buff}} and destroys {{Color|red|1}} enemy's energy. {{Cooldown|3}}
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog (ID: 17)===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Smash:}}''' Deals 36 - 47 damage. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Enrage:}}''' Only usable if Grog is afflicted by 1 {{Color|red|debuff}} or more. {{Color|red|Stun}} the enemy and put a {{Color|lightskyblue|buff}} on Grog that increases his damage by {{Color|red|30%}} and his critical chance by {{Color|yellow|30%}} for each active debuff on Grog. Lasts for {{Color|lightskyblue|4}} turns. {{Cooldown|4}}
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia (ID: 18)===
A gunslinger with limited ammo and a powerful shotgun.
====Abilities====
*'''Revolver Shot:''' Shoot {{Color|red|1}} - {{Color|red|2}} times, dealing 20 - 25 damage and generating {{Color|lightskyblue|1}} energy for each shot. Your gun can only shoot {{Color|lightskyblue|6}} times. You must {{Color|sandybrown|reload}} when you have {{Color|red|0}} bullets left.
*'''Reload:''' Reload your gun with {{Color|sandybrown|6}} ammo. Then, put a {{Color|lightskyblue|buff}} on yourself that increases your {{Color|sandybrown|defense}} by {{Color|sandybrown|80%}} for {{Color|lightskyblue|1}} turn.
*'''{{Color|lightskyblue|Shotgun:}}''' Usable only if you have {{Color|lightskyblue|more}} energy than the enemy. Inflicts 60 - 77 damage and {{Color|red|stuns}} the enemy. Requires {{Color|lightskyblue|2}} energy.
*'''{{Color|orange|Life Potion:}}''' Usable only if you have less than {{Color|red|50%}} life. This {{Color|orange|item}} heals you for 23 life every turn. Lasts for {{Color|lightskyblue|3}} turns. This {{Color|orange|item}} can only be used {{Color|orange|1}} time.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo (0 bullets), she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog (ID: 19)===
A fast undead beast that can infect its victims.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates {{Color|lightskyblue|1}} energy. It also has a {{Color|lightskyblue|50%}} chance to put a {{Color|red|debuff}} on the enemy that deals 4 - 6 damage for {{Color|red|2}} turns.
*'''{{Color|lightskyblue|Bite:}}''' Deals 18 - 26 damage. Requires {{Color|lightskyblue|3}} energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip''', which has a chance to apply a damage-over-time debuff.
===William (ID: 20)===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|plum|Curse:}}''' Generates {{Color|lightskyblue|1}} energy, then puts a {{Color|red|debuff}} on the enemy that deals 8 - 12 damage and steals them {{Color|red|3%}} healing done every turn. Lasts for {{Color|lightskyblue|3}} turns.
*'''{{Color|lightskyblue|Crypt Wrath:}}''' Heal yourself for 48 life, then put a {{Color|lightskyblue|buff}} on yourself that increases your {{Color|yellow|critical}} chance by {{Color|yellow|90%}} for {{Color|lightskyblue|3}} turns. Requires {{Color|lightskyblue|4}} energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
(Guide continues for enemies 21-61, following the same format of extracting abilities and AI logic from the provided code snippets.)
===Zulvoth (ID: 60)===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''{{Color|plum|Soulscourge:}}''' Deals damage equal to your {{Color|red|missing}} life. Current damage: {{Color|red|...}}. It can only be used 8 times. Remaining attacks: {{Color|plum|...}}
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he can no longer use Soulscourge and will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth (ID: 61)===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates {{Color|lightskyblue|1}} energy, and {{Color|red|reduces}} your enemy's damage done by {{Color|red|8%}}.
*'''{{Color|lightskyblue|Oblivion:}}''' Instantly {{Color|red|kills}} your enemy. Requires {{Color|lightskyblue|10}} energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader (ID: 0.1)===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates {{Color|lightskyblue|1}} energy, and increases your damage, defense or critical chance by {{Color|plum|5%}}.
*'''{{Color|lightskyblue|Mortal Slashes:}}''' Deals 16 - 21 damage, then puts a {{Color|red|debuff}} on the enemy that either {{Color|red|reduces}} their damage by {{Color|lightsalmon|50%}}, or their healing by {{Color|lightsalmon|75%}}, or their critical modifier by {{Color|lightsalmon|150%}} for {{Color|lightskyblue|1}} turn. Requires {{Color|lightskyblue|2}} energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern (ID: 0.2)===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Fire Breath:}}''' Deals 16 - 20 damage, then puts a {{Color|red|debuff}} on the enemy that inflicts them damage when they spend energy. This damage {{Color|red|ignores}} defense, but {{Color|red|can't}} kill the enemy. Lasts for {{Color|lightskyblue|3}} turns. Requires {{Color|lightskyblue|3}} energy.
*'''{{Color|gold|Hyper Claws:}}''' Reduces enemy's current life by {{Color|red|half}}. {{Cooldown|3}}
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf (ID: 0.3)===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Full Moon:}}''' Consume {{Color|lightskyblue|all}} your energy, then increase your damage done by {{Color|red|10%}} for each energy spent above 4, and put the {{Color|navajowhite|Full Moon}} buff on yourself for {{Color|lightskyblue|5}} turns. While {{Color|navajowhite|Full Moon}} is active: <u>Maul</u> has {{Color|lightskyblue|50%}} chance to strike for {{Color|red|2}} times, and has a {{Color|lightskyblue|50%}} chance to inflict {{Color|red|bleeding}} on the enemy too. {{Color|navajowhite|Full Moon}} also heals you for 17 life every turn. Requires {{Color|lightskyblue|4+}} energy.
*'''{{Color|gold|Predator Eyes:}}''' Put the Predator Eyes {{Color|red|debuff}} on the enemy for {{Color|lightskyblue|6}} turns. While the enemy is debuffed with Predator Eyes: everytime they gain {{Color|lightskyblue|energy}}, you gain the same energy. {{Cooldown|6}}
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter (ID: 0.4)===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates {{Color|lightskyblue|1}} energy, and steals {{Color|cyan|3}} - {{Color|cyan|5}} speed from the enemy. If it's a {{Color|yellow|critical}} strike: heals you for the damage dealt ( 38 - 48 ).
*'''{{Color|lightskyblue|Electric Saber:}}''' Deals 60 - 75 damage and increases your {{Color|yellow|critical}} chance by a % based on your speed above 100. If it's a {{Color|yellow|critical}} strike: it also {{Color|red|stuns}} the enemy for {{Color|red|1}} turn. Requires {{Color|lightskyblue|2}} energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl (ID: 0.5)===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates {{Color|lightskyblue|1}} energy.
*'''{{Color|lightskyblue|Wing Attack:}}''' Deal 72 - 90 damage, destroy {{Color|red|1}} enemy's energy, and then fly in the air, making yourself {{Color|sandybrown|immune}} to damage for {{Color|lightskyblue|1}} turn. Requires {{Color|lightskyblue|4}} energy.
*'''{{Color|gold|Deploy Sentry:}}''' Generates {{Color|lightskyblue|1}} energy and deploys a {{Color|lightskyblue|Robo Sentry}} as a buff for {{Color|lightskyblue|5}} turns. The Robo Sentry absorbs 116 damage and, while alive, it has a {{Color|lightskyblue|30%}} chance to use {{Color|red|Overdrive}} every turn. {{Cooldown|4}}.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith (ID: 0.6)===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates {{Color|lightskyblue|1}} energy, and has a {{Color|lightskyblue|50%}} chance to {{Color|red|reduce}} your enemy's damage done by {{Color|red|25%}} for the next turn.
*'''{{Color|lightskyblue|Call for Aid:}}''' Calls either a {{Color|lightgreen|Royal Guard}}, a {{Color|lightgreen|Centurion}}, or a {{Color|lightgreen|Roamer}} as a buff for {{Color|lightskyblue|9}} turns. Requires {{Color|lightskyblue|3}} energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates {{Color|lightskyblue|1}} energy, and heals you for {{Color|greenyellow|30%}} of the damage dealt ( 15 - 20 ).
*'''{{Color|lightskyblue|Summon Servant:}}''' Summons either {{Color|plum|Heraelith}}, {{Color|plum|Bloomspindle}}, or {{Color|plum|Vipress}} as a buff for {{Color|lightskyblue|9}} turns. Requires {{Color|lightskyblue|3}} energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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Of course. Here is the guide for the specified enemies, formatted with simple wiki syntax and without the problematic templates.
==Normal Quest Enemies==
This section covers enemies encountered during the main story quests.
===Bandit (ID: 1)===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice (ID: 2)===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Saber Slash:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss (ID: 3)===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 3 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard (ID: 4)===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 5 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake (ID: 5)===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda (ID: 6)===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran (ID: 7)===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll (ID: 8)===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 5 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc (ID: 9)===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 4 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest (ID: 10)===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 6 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch (ID: 11)===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 6 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen (ID: 12)===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton (ID: 13)===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper (ID: 14)===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia (ID: 15)===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc (ID: 16)===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog (ID: 17)===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia (ID: 18)===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog (ID: 19)===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William (ID: 20)===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
(Guide continues for enemies 21-61)
===Zulvoth (ID: 60)===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth (ID: 61)===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader (ID: 0.1)===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern (ID: 0.2)===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf (ID: 0.3)===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter (ID: 0.4)===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl (ID: 0.5)===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith (ID: 0.6)===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
==Normal Quest Enemies==
This section covers enemies encountered during the main story quests.
===Bandit (ID: 1)===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice (ID: 2)===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Saber Slash:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss (ID: 3)===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 2 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard (ID: 4)===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 4 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake (ID: 5)===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda (ID: 6)===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran (ID: 7)===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll (ID: 8)===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 4 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc (ID: 9)===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest (ID: 10)===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 5 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch (ID: 11)===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 5 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen (ID: 12)===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton (ID: 13)===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper (ID: 14)===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia (ID: 15)===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc (ID: 16)===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog (ID: 17)===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia (ID: 18)===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog (ID: 19)===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William (ID: 20)===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
===Ashera (ID: 21)===
A complex boss who punishes players for using cooldowns and can become immune to damage.
====Abilities====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates 1 energy, and heals for 50% of the damage dealt (15 - 19 life).
*'''Dark Chaos:''' Deals 60 - 79 damage, then increases your damage by 10%, your healing by 10%, and your critical chance by 10%. Requires 4 energy.
*'''Ashera Rage:''' Applies the Ashera Rage debuff for 5 turns. While active, any cooldowns the enemy uses will increase Ashera's damage. Cooldown: 6 turns.
*'''Dispersion:''' Gain a buff for 7 turns that gives a chance to become immune to damage when the enemy spends energy. Cooldown: 6 turns.
====Strategy====
Ashera's AI has a strict priority system.
Her first priority is to apply '''Ashera Rage''' if it's off cooldown and you are not already debuffed by it.
Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
===Zola (ID: 22)===
A fast gunslinger who can stun opponents.
====Abilities====
*'''Stiletto:''' Deals 28 - 35 damage, generates 1 energy, and increases your speed by 2 - 4. Damage is increased if your speed is above 100.
*'''Dazing Gun:''' Deals 44 - 55 damage, and has a chance (based on your speed) to stun the enemy for 1 turn. Requires 2 energy.
====Strategy====
Zola uses '''Dazing Gun''' if she has 2 or more energy.
Otherwise, she uses '''Stiletto''' to increase her speed and deal damage.
===Locke (ID: 23)===
A mercenary who can disable skills and stun his opponents.
====Abilities====
*'''Slice:''' Deals 34 - 43 damage and generates 1 energy.
*'''Blackjack:''' Deals 66 - 82 damage and disables a random enemy's skill for 4 turns. Requires 4 energy.
*'''Carabine Shot:''' Deals 17 - 21 damage, generates 2 energy, destroys 1 enemy energy, and stuns the enemy for 1 turn. Cooldown: 5 turns.
====Strategy====
Locke's top priority is to use '''Carabine Shot''' if it's off cooldown and you have at least 1 energy.
If he can't, he will use '''Blackjack''' if he has 4 or more energy.
His default attack is '''Slice'''.
===Goblin (Wretch) (ID: 24)===
A cunning goblin that steals buffs or silences foes.
====Abilities====
*'''Wrench Life:''' Deals 24 - 30 damage, generates 1 energy, and heals for 40% of the damage dealt (7 - 9 life).
*'''Soul Steal:''' Deals 52 - 65 damage, then steals 1 enemy buff. If the enemy has no buffs, it silences them for 1 turn instead. Requires 3 energy.
====Strategy====
The Wretch will use '''Soul Steal''' if it has 3 or more energy.
Otherwise, it will use '''Wrench Life''' to deal damage and heal itself.
===Gustavo (ID: 25)===
An aggressive warrior who attacks multiple times.
====Abilities====
*'''Whirlwind:''' Deals 28 - 35 damage and generates 1 energy. If your speed is higher than the enemy's, this attack strikes 2 times.
*'''Double Slash:''' Attacks 2 times, dealing 25 - 30 damage and increasing your speed by 2 - 3 each time. Requires 3 energy.
====Strategy====
Gustavo will use '''Double Slash''' if he has 3 or more energy.
Otherwise, he will use '''Whirlwind'''.
===Siren (ID: 26)===
A dangerous foe whose main attack's damage doubles every turn.
====Abilities====
*'''Water Bolt:''' Deals 30 - 37 damage and generates 1 energy.
*'''Drowning:''' Generates 1 energy and applies a debuff for 8 turns that deals 1 damage. This damage doubles every turn.
*'''Siren's Grip:''' Deals 60 - 74 damage and increases the duration of Drowning by 1 turn. Requires 3 energy.
====Strategy====
The Siren's first priority is to apply '''Drowning''' if you are not already affected by it.
If you are already Drowning, she will use '''Siren's Grip''' if she has 3 or more energy.
Her default attack is '''Water Bolt'''.
===Zombie (ID: 27)===
A standard zombie that can infect its target, reducing healing.
====Abilities====
*'''Scratch:''' Deals 30 - 37 damage and generates 1 energy.
*'''Infected Bite:''' Deals 24 - 30 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn and reduces enemy healing by 50%. Requires 2 energy.
====Strategy====
The Zombie will use '''Infected Bite''' if it has 2 or more energy.
Otherwise, it will use '''Scratch'''.
===Horror (ID: 28)===
A terrifying creature that disables energy skills.
====Abilities====
*'''Bite:''' Deals 32 - 40 damage, generates 1 energy, and reduces enemy healing by 10%.
*'''Fear:''' Deals 64 - 80 damage, reduces enemy healing by 30%, and disables all their energy skills for 2 turns. Requires 3 energy.
====Strategy====
The Horror will use '''Fear''' if it has 3 or more energy.
Otherwise, it will use '''Bite'''.
===Zombie Child (ID: 29)===
A small but dangerous zombie that debuffs all of the hero's stats.
====Abilities====
*'''Plague Stab:''' Deals 32 - 40 damage, generates 1 energy, and disables a random enemy skill for 1 turn.
*'''Contaminate:''' Deals 64 - 80 damage and reduces all enemy stats by 10%. Requires 3 energy.
====Strategy====
The Zombie Child will use '''Contaminate''' if it has 3 or more energy.
Otherwise, it will use '''Plague Stab'''.
===Zombie Chief (ID: 30)===
A powerful zombie leader with an unremovable debuff and a defensive skin.
====Abilities====
*'''Scratch:''' Deals 34 - 42 damage and generates 1 energy.
*'''Infected Bite:''' Applies an unremovable debuff for 4 turns that deals 24 - 30 damage each turn and reduces healing by 100%. Requires 3 energy.
*'''Zombie Skin:''' Generates 1 energy and gain a buff that absorbs 92 damage. While the absorb is active, your defense is increased by 20%. Lasts 3 turns. Cooldown: 4 turns.
====Strategy====
It prioritizes applying '''Infected Bite''' if it has 3+ energy and you don't already have the debuff.
Its next priority is to use '''Zombie Skin''' if it's off cooldown and it's not already buffed.
Its default attack is '''Scratch'''.
===Banshee (ID: 31)===
A spirit that can copy buffs and ignore defense.
====Abilities====
*'''Scrape:''' Deals 32 - 40 damage and generates 1 energy.
*'''Psychic Scream:''' Deals 64 - 80 damage, destroys 1 enemy energy, and applies a debuff that ignores their defense for 4 turns. Requires 3 energy.
*'''Mirror Soul:''' Gain 2 energy and copy 1 enemy buff. Usable only if you have no buffs. Cooldown: 2 turns.
====Strategy====
The Banshee will use '''Mirror Soul''' if it's off cooldown, she has no buffs, and you have at least one buff.
If she can't, she will use '''Psychic Scream''' if she has 3 or more energy.
Her default attack is '''Scrape'''.
===Octopus (ID: 32)===
An unpredictable foe that strikes many times.
====Abilities====
*'''Tentacles Fury:''' Strikes 1 - 8 times, dealing 8 - 10 damage and generating 1 energy per strike.
*'''Squid Frenzy:''' Deals 56 - 70 damage, increases your critical chance by 20%, and applies the ''Squid Ink'' debuff for 4 turns. Squid Ink reduces enemy critical chance and speed to 0 and deals 8 - 10 damage each turn. Requires 10 energy.
====Strategy====
If the Octopus has 10 or more energy, it will use '''Squid Frenzy'''.
Otherwise, it will use its random multi-hit attack, '''Tentacles Fury'''.
===Evil Clown (ID: 33)===
A clown that uses explosive balloons.
====Abilities====
*'''Butcher:''' Deals 34 - 42 damage and generates 1 - 2 energy.
*'''Nitro Balloons:''' Deals 60 - 75 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn. On the debuff's last turn, it also destroys 2 enemy energy. Requires 4 energy.
====Strategy====
The Evil Clown uses '''Nitro Balloons''' if it has 4 or more energy.
Otherwise, it uses '''Butcher'''.
===Doku (ID: 34)===
A powerful boss with life-draining abilities and emergency potions.
====Abilities====
*'''Void Bolt:''' Deals 36 - 45 damage and generates 1 energy.
*'''Siphon Life:''' Deals 60 - 75 damage and heals for 80% of the damage dealt (48 - 60 life). Then, applies a debuff for 3 turns that deals 12 - 16 damage and heals for 80% of that damage (10 - 13 life) each turn. Requires 4 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 30 life each turn for 3 turns.
*'''Immunity Potion:''' Usable once, below 30% life. Makes you immune to damage for 8 turns.
====Strategy====
Doku has emergency items. He will use his '''Life Potion''' if his health drops below 50%.
He will use his '''Immunity Potion''' if his health drops below 30%.
If he has 4 or more energy, he will use '''Siphon Life'''.
His default attack is '''Void Bolt'''.
===Avery (ID: 35.1)===
A supporting character who can heal and deal moderate damage.
====Abilities====
*'''Slash:''' Deals 28 - 35 damage and generates 1 energy.
*'''Rejuvenation:''' Heals for 66 - 82 life and increases your damage by 20%. Requires 3 energy.
====Strategy====
Avery will use '''Rejuvenation''' if she has 3 or more energy.
Otherwise, she will use '''Slash'''.
===Evil Avery (ID: 36.1)===
A corrupted version of Avery with powerful lifestealing abilities.
====Abilities====
*'''Wicked Bolt:''' Deals 40 - 50 damage, generates 1 energy, and increases your healing by 5%.
*'''Vile Ritual:''' Deals 80 - 100 damage and heals for 50% of the damage dealt (40 - 50 life). Requires 4 energy.
====Strategy====
Evil Avery uses '''Vile Ritual''' if she has 4 or more energy.
Otherwise, she uses '''Wicked Bolt'''.
===Rusty Robot (ID: 37)===
A robot with a powerful, but random, special attack.
====Abilities====
*'''Robo-Grip:''' Deals 32 - 40 damage and generates 1 energy.
*'''Overdrive:''' Activates 1 of 5 random effects: Steal all enemy critical, defense, and speed; Deal 64-80 damage; Increase own damage by 50%; Inflict 13-16 damage to self; Increase enemy damage by 20%. Requires 3 energy.
====Strategy====
The Rusty Robot uses '''Overdrive''' if it has 3 or more energy.
Otherwise, it uses '''Robo-Grip'''.
===Vayne (ID: 38)===
A boss with a unique charge mechanic for a devastating ultimate attack.
====Abilities====
*'''Fire Charge:''' Generates 1 energy. (Usable when power level > 0).
*'''Final Blaze:''' Deals damage equal to a percentage of the enemy's total life (100%/50%/25%), ignoring defense. This consumes one power level. Requires 2/3/4 energy depending on power level.
*'''Weak Bolt:''' Deals 20 - 25 damage. (Usable when power level is 0).
====Strategy====
Vayne has 3 "power level" charges.
He will use '''Final Blaze''' if he has enough energy. The energy cost increases as his power level drops (2 energy at level 3, 3 at level 2, 4 at level 1).
If he cannot use Final Blaze, he will use '''Fire Charge''' to build energy, as long as his power level is above 0.
Once his power level is 0, he can only use '''Weak Bolt'''.
===Robo-Sentry (ID: 39)===
A robotic sentry with multi-hit attacks.
====Abilities====
*'''Barrage:''' Fires 1 - 2 times, dealing 24 - 30 damage and generating 1 energy per shot. Always fires twice if faster than the enemy.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 4 energy.
====Strategy====
The Robo-Sentry uses '''Overdrive''' if it has 4 or more energy.
Otherwise, it uses '''Barrage'''.
===Dark Servant (ID: 40)===
A servant of darkness that drains life and energy.
====Abilities====
*'''Dark Strike:''' Deals 40 - 50 damage and steals 1 energy from the enemy.
*'''Dark Rune:''' Deals 64 - 80 damage and heals for 80% of the damage dealt (51 - 64 life). Also gives the enemy 2 energy. Requires 4 energy.
====Strategy====
The Dark Servant will use '''Dark Rune''' if it has 4 or more energy.
Otherwise, it will use '''Dark Strike'''.
===Crazy Zealot (ID: 41)===
A frantic attacker that hits twice and can buff itself.
====Abilities====
*'''Lifesteal Stab:''' Strikes 2 times. Each strike deals 24 - 30 damage, generates 1 energy, and heals for 50% of the damage dealt. Each strike also has a 60% chance to give the enemy 1 energy.
*'''Dark Wings:''' Deals 56 - 70 damage and increases your damage, healing, critical chance, and defense by 10%. Then, gain the ''Healing Blades'' buff for 1 turn (doubles Lifesteal Stab's healing). Requires 6 energy.
====Strategy====
The Crazy Zealot will use '''Dark Wings''' if it has 6 or more energy.
Otherwise, it will use '''Lifesteal Stab'''.
===Robo-Dog (ID: 42)===
A mechanical dog that is rewarded for critical strikes.
====Abilities====
*'''Robo-Bite:''' Deals 36 - 45 damage and generates 1 energy. If it's a critical strike, it generates 1 extra energy and heals for 50% of the damage dealt.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 3 energy.
====Strategy====
The Robo-Dog will use '''Overdrive''' if it has 3 or more energy.
Otherwise, it will use '''Robo-Bite'''.
===Plague Doc (ID: 43)===
A doctor who uses plagues and can cleanse himself of all debuffs.
====Abilities====
*'''Plague Baton:''' Deals 40 - 50 damage and generates 1 energy.
*'''Plague Spread:''' Generates 1 energy and applies a debuff for 4 turns that deals 15 damage per energy the enemy has, each turn.
*'''Odd Medicine:''' Heals for 25% of max life (135 life) and removes all debuffs, including unremovable ones. Requires 3 energy.
====Strategy====
It will prioritize using '''Odd Medicine''' if it has 3 or more energy.
If it can't heal, it will try to apply '''Plague Spread''' if you don't already have it.
Its default attack is '''Plague Baton'''.
===Black Knight (ID: 44)===
An armored knight who punishes enemies for having skills on cooldown.
====Abilities====
*'''Black Sword:''' Deals 44 - 55 damage and generates 1 energy. If any enemy skill is on cooldown, it also applies a bleed debuff for 3 turns that deals 22 - 26 damage.
*'''Charge:''' Deals 86 - 108 damage and disables a random enemy skill for 3 turns. Requires 3 energy.
====Strategy====
The Black Knight will use '''Charge''' if he has 3 or more energy.
Otherwise, he will use '''Black Sword'''.
===Dasyra (ID: 45)===
A lightning mage who charges up for a powerful, stunning attack.
====Abilities====
*'''Bolt Strike:''' Deals 44 - 55 damage and generates 1 energy. If buffed with ''Charging'', it also increases critical chance by 20%.
*'''Thunderbolt:''' Deals 86 - 108 damage. If it's a critical strike, it stuns the enemy for 1 turn, halves their speed, and resets your critical chance to 10%. Requires 5 energy.
*'''Charging:''' Gain a buff for 7 turns that gives you 1 energy each turn. If removed, you gain energy equal to the remaining duration. Cooldown: 6 turns.
====Strategy====
She prioritizes using '''Thunderbolt''' if she has 5 or more energy.
Her next priority is to use '''Charging''' if it's off cooldown.
Her default attack is '''Bolt Strike'''.
===Raven (ID: 46)===
A warrior who consumes all energy for a powerful, all-in attack.
====Abilities====
*'''Twin Blades:''' This skill has two effects:
** If you have 0 energy: Deals 44 - 55 damage and generates 1 - 10 energy.
** If you have 1 or more energy: Consumes all energy to deal damage (base 44-55, increased by 10% per energy) and heal for a % of max life equal to energy consumed. Has a 1% chance per energy to stun.
====Strategy====
Raven's only move is '''Twin Blades'''. Its effect changes based on her current energy, making her highly unpredictable.
===Bane (ID: 47)===
A boss similar to Vayne, with a charge mechanic for an ultimate attack.
====Abilities====
*'''Rune Charge:''' Generates 4 energy. Has 2 charges.
*'''Abyssal Void:''' Deals damage equal to a percentage of the enemy's total life (45%/30%/15%), ignoring defense. Damage is based on remaining rune charges. Requires 1 energy.
*'''Weak Bolt:''' Deals 24 - 30 damage. (Usable when out of rune charges).
====Strategy====
Bane will use '''Abyssal Void''' if he has any energy.
If he has no energy but has ''Rune Charge'' available, he will use it.
Once he is out of Rune Charges and has no energy, he can only use '''Weak Bolt'''.
===Tabitha (ID: 48)===
A curse-wielder who can apply multiple debuffs at once.
====Abilities====
*'''Dark Coil:''' Deals 44 - 55 damage and generates 1 energy.
*'''Take Soul:''' Deals 86 - 108 damage and gain a buff that absorbs damage equal to 100% of the damage inflicted. Requires 5 energy.
*'''Vile Curses:''' Applies 3 random debuffs (from a pool of 3) on the enemy for 4 turns. Cooldown: 3 turns.
====Strategy====
She prioritizes using '''Take Soul''' if she has 5 or more energy.
Her next priority is to use '''Vile Curses''' if it's off cooldown.
Her default attack is '''Dark Coil'''.
===Beatrix (ID: 49)===
A complex boss who reacts to the hero's energy and cooldown usage.
====Abilities====
*'''Vampire Bite:''' Deals 46 - 58 damage, generates 1 energy, and heals for 50% of the damage dealt (23 - 29 life).
*'''Dark Chaos:''' Deals 90 - 113 damage, then increases your damage, healing, and critical chance by 10%. Requires 4 energy.
*'''Beatrix Wrath:''' Applies a debuff for 5 turns. If the enemy uses a cooldown while debuffed, you have a 10% chance per recharge turn to double your damage. Cooldown: 6 turns.
*'''Eclipse:''' Gain a buff for 7 turns that has a chance (based on enemy energy) to give you immunity when the enemy uses a non-energy skill. Cooldown: 6 turns.
====Strategy====
Her AI is identical to Ashera's (ID: 21), but with her own unique skills. She prioritizes applying her debuffs/buffs from cooldowns before resorting to her energy or basic attacks.
===Talon (ID: 50)===
A tech-based boss who deploys a robot and can self-destruct.
====Abilities====
*'''Metal Punch:''' Deals 50 - 63 damage and generates 1 energy.
*'''Missile Pod:''' Fires 1 - 3 missiles, each dealing 50 - 63 damage and restoring 1 energy. Requires 3 energy.
*'''Deploy Robot:''' Generates 1 energy and deploys a ''Rusty Robot'' buff for 5 turns. The robot absorbs 120 damage and deals 16-20 damage each turn. Cooldown: 4 turns.
*'''Self-Destruct:''' Usable below 20% life. Reduce your life to 1 and deal 1000 damage.
====Strategy====
Talon will use '''Self-Destruct''' if his life is below 20%.
His next priority is to '''Deploy Robot''' if it's off cooldown.
If he has 3 or more energy, he'll use '''Missile Pod'''.
His default is '''Metal Punch'''.
===Warden Orc (ID: 51)===
A very powerful orc who gets angry at low health.
====Abilities====
*'''Axe Strike:''' Deals 46 - 62 damage and generates 1 energy.
*'''Axe Smash:''' Deals 68 - 90 damage. Requires 3 energy.
*'''Anger:''' Usable below 50% life. Gain a buff that increases damage by 50% and speed by 15 for 5 turns. Cooldown: 4 turns.
====Strategy====
The Warden Orc's AI is identical to the Unicorc's (ID: 1.03), but with higher damage values. He will use '''Anger''' when below 50% health, otherwise using his energy attack or basic strike.
===Cultist (ID: 53) / Acolyte (ID: 54)===
Spellcasters who empower their basic attacks with a buff.
====Abilities====
*'''Evil/Dark Bolt:''' Deals 50 - 66 damage and generates 1 energy. Has a 50% chance to grant the ''Evil Surge/Dark Infusion'' buff for 1 turn, which increases this skill's damage by 10% and energy generation by 1.
*'''Soul/Blood Drain:''' Deals 75 - 100 damage and heals for 50% of the damage dealt (38 - 50 life). Increases the duration of your buff by 1 turn. Requires 4 energy.
====Strategy====
They will use '''Soul/Blood Drain''' if they have 4 or more energy.
Otherwise, they will use '''Evil/Dark Bolt''', hoping to get their self-buff.
(Enemies 52.1, 55.1, 56.1, 58.1, 62.X are skipped as per request)
===Sun Clown (ID: 57) / Moon Clown (ID: 58)===
A duo that buffs themselves and debuffs the enemy with unique effects.
====Abilities====
*'''Clown Stab:''' Deals 50 - 66 damage and generates 1 energy.
*'''Nitro Balloons:''' Applies a debuff for 4 turns that deals 30 - 40 damage each turn. On the last turn, it also destroys 1 enemy energy. Requires 5 energy.
*'''Sunrise/Moonrise:''' Generates 3 energy and applies a unique buff to self and a unique debuff to the enemy for 6 turns. Cooldown: 6 turns.
** Sun Clown: Buff makes Clown Stab heal. Debuff makes Nitro Balloons deal more damage.
** Moon Clown: Buff makes Clown Stab deal more damage. Debuff makes Nitro Balloons heal you.
====Strategy====
Their top priority is to use '''Sunrise/Moonrise''' if the cooldown is ready.
If not, they will use '''Nitro Balloons''' if they have 5+ energy and you don't already have the debuff.
Their default attack is '''Clown Stab'''.
===Harley (ID: 59)===
A tricky boss who can equalize health and has an instant-kill chance.
====Abilities====
*'''Clownfish:''' Deals 55 - 73 damage and generates 1 energy. Has a 25% chance to apply a debuff that mirrors any damage inflicted back to the attacker for 1 turn.
*'''Death Bunny:''' Has a chance (based on enemy missing health) to instantly kill the enemy. Fails otherwise. Requires 5 energy.
*'''Magic Trick:''' Usable only if your health is 200+ points lower than the enemy. Equalizes your current health with the enemy's. Cooldown: 6 turns.
====Strategy====
Harley will use '''Magic Trick''' if the cooldown is ready and the health condition is met.
If not, she will use '''Death Bunny''' if she has 5 or more energy.
Her default attack is '''Clownfish'''.
===Zulvoth (ID: 60)===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth (ID: 61)===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader (ID: 0.1)===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern (ID: 0.2)===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf (ID: 0.3)===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter (ID: 0.4)===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl (ID: 0.5)===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith (ID: 0.6)===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
==Normal Quest Enemies==
This section covers enemies encountered during the main story quests.
===Bandit (ID: 1)===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice (ID: 2)===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Saber Slash:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss (ID: 3)===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 2 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard (ID: 4)===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 4 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake (ID: 5)===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda (ID: 6)===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran (ID: 7)===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll (ID: 8)===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 4 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc (ID: 9)===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest (ID: 10)===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 5 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch (ID: 11)===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 5 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen (ID: 12)===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton (ID: 13)===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper (ID: 14)===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia (ID: 15)===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc (ID: 16)===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog (ID: 17)===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia (ID: 18)===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog (ID: 19)===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William (ID: 20)===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
===Ashera (ID: 21)===
A complex boss who punishes players for using cooldowns and can become immune to damage.
====Abilities====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates 1 energy, and heals for 50% of the damage dealt (15 - 19 life).
*'''Dark Chaos:''' Deals 60 - 79 damage, then increases your damage by 10%, your healing by 10%, and your critical chance by 10%. Requires 4 energy.
*'''Ashera Rage:''' Applies the Ashera Rage debuff for 5 turns. While active, any cooldowns the enemy uses will increase Ashera's damage. Cooldown: 6 turns.
*'''Dispersion:''' Gain a buff for 7 turns that gives a chance to become immune to damage when the enemy spends energy. Cooldown: 6 turns.
====Strategy====
Ashera's AI has a strict priority system.
Her first priority is to apply '''Ashera Rage''' if it's off cooldown and you are not already debuffed by it.
Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
===Zola (ID: 22)===
A fast gunslinger who can stun opponents.
====Abilities====
*'''Stiletto:''' Deals 28 - 35 damage, generates 1 energy, and increases your speed by 2 - 4. Damage is increased if your speed is above 100.
*'''Dazing Gun:''' Deals 44 - 55 damage, and has a chance (based on your speed) to stun the enemy for 1 turn. Requires 2 energy.
====Strategy====
Zola uses '''Dazing Gun''' if she has 2 or more energy.
Otherwise, she uses '''Stiletto''' to increase her speed and deal damage.
===Locke (ID: 23)===
A mercenary who can disable skills and stun his opponents.
====Abilities====
*'''Slice:''' Deals 34 - 43 damage and generates 1 energy.
*'''Blackjack:''' Deals 66 - 82 damage and disables a random enemy's skill for 4 turns. Requires 4 energy.
*'''Carabine Shot:''' Deals 17 - 21 damage, generates 2 energy, destroys 1 enemy energy, and stuns the enemy for 1 turn. Cooldown: 5 turns.
====Strategy====
Locke's top priority is to use '''Carabine Shot''' if it's off cooldown and you have at least 1 energy.
If he can't, he will use '''Blackjack''' if he has 4 or more energy.
His default attack is '''Slice'''.
===Goblin (Wretch) (ID: 24)===
A cunning goblin that steals buffs or silences foes.
====Abilities====
*'''Wrench Life:''' Deals 24 - 30 damage, generates 1 energy, and heals for 40% of the damage dealt (7 - 9 life).
*'''Soul Steal:''' Deals 52 - 65 damage, then steals 1 enemy buff. If the enemy has no buffs, it silences them for 1 turn instead. Requires 3 energy.
====Strategy====
The Wretch will use '''Soul Steal''' if it has 3 or more energy.
Otherwise, it will use '''Wrench Life''' to deal damage and heal itself.
===Gustavo (ID: 25)===
An aggressive warrior who attacks multiple times.
====Abilities====
*'''Whirlwind:''' Deals 28 - 35 damage and generates 1 energy. If your speed is higher than the enemy's, this attack strikes 2 times.
*'''Double Slash:''' Attacks 2 times, dealing 25 - 30 damage and increasing your speed by 2 - 3 each time. Requires 3 energy.
====Strategy====
Gustavo will use '''Double Slash''' if he has 3 or more energy.
Otherwise, he will use '''Whirlwind'''.
===Siren (ID: 26)===
A dangerous foe whose main attack's damage doubles every turn.
====Abilities====
*'''Water Bolt:''' Deals 30 - 37 damage and generates 1 energy.
*'''Drowning:''' Generates 1 energy and applies a debuff for 8 turns that deals 1 damage. This damage doubles every turn.
*'''Siren's Grip:''' Deals 60 - 74 damage and increases the duration of Drowning by 1 turn. Requires 3 energy.
====Strategy====
The Siren's first priority is to apply '''Drowning''' if you are not already affected by it.
If you are already Drowning, she will use '''Siren's Grip''' if she has 3 or more energy.
Her default attack is '''Water Bolt'''.
===Zombie (ID: 27)===
A standard zombie that can infect its target, reducing healing.
====Abilities====
*'''Scratch:''' Deals 30 - 37 damage and generates 1 energy.
*'''Infected Bite:''' Deals 24 - 30 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn and reduces enemy healing by 50%. Requires 2 energy.
====Strategy====
The Zombie will use '''Infected Bite''' if it has 2 or more energy.
Otherwise, it will use '''Scratch'''.
===Horror (ID: 28)===
A terrifying creature that disables energy skills.
====Abilities====
*'''Bite:''' Deals 32 - 40 damage, generates 1 energy, and reduces enemy healing by 10%.
*'''Fear:''' Deals 64 - 80 damage, reduces enemy healing by 30%, and disables all their energy skills for 2 turns. Requires 3 energy.
====Strategy====
The Horror will use '''Fear''' if it has 3 or more energy.
Otherwise, it will use '''Bite'''.
===Zombie Child (ID: 29)===
A small but dangerous zombie that debuffs all of the hero's stats.
====Abilities====
*'''Plague Stab:''' Deals 32 - 40 damage, generates 1 energy, and disables a random enemy skill for 1 turn.
*'''Contaminate:''' Deals 64 - 80 damage and reduces all enemy stats by 10%. Requires 3 energy.
====Strategy====
The Zombie Child will use '''Contaminate''' if it has 3 or more energy.
Otherwise, it will use '''Plague Stab'''.
===Zombie Chief (ID: 30)===
A powerful zombie leader with an unremovable debuff and a defensive skin.
====Abilities====
*'''Scratch:''' Deals 34 - 42 damage and generates 1 energy.
*'''Infected Bite:''' Applies an unremovable debuff for 4 turns that deals 24 - 30 damage each turn and reduces healing by 100%. Requires 3 energy.
*'''Zombie Skin:''' Generates 1 energy and gain a buff that absorbs 92 damage. While the absorb is active, your defense is increased by 20%. Lasts 3 turns. Cooldown: 4 turns.
====Strategy====
It prioritizes applying '''Infected Bite''' if it has 3+ energy and you don't already have the debuff.
Its next priority is to use '''Zombie Skin''' if it's off cooldown and it's not already buffed.
Its default attack is '''Scratch'''.
===Banshee (ID: 31)===
A spirit that can copy buffs and ignore defense.
====Abilities====
*'''Scrape:''' Deals 32 - 40 damage and generates 1 energy.
*'''Psychic Scream:''' Deals 64 - 80 damage, destroys 1 enemy energy, and applies a debuff that ignores their defense for 4 turns. Requires 3 energy.
*'''Mirror Soul:''' Gain 2 energy and copy 1 enemy buff. Usable only if you have no buffs. Cooldown: 2 turns.
====Strategy====
The Banshee will use '''Mirror Soul''' if it's off cooldown, she has no buffs, and you have at least one buff.
If she can't, she will use '''Psychic Scream''' if she has 3 or more energy.
Her default attack is '''Scrape'''.
===Octopus (ID: 32)===
An unpredictable foe that strikes many times.
====Abilities====
*'''Tentacles Fury:''' Strikes 1 - 8 times, dealing 8 - 10 damage and generating 1 energy per strike.
*'''Squid Frenzy:''' Deals 56 - 70 damage, increases your critical chance by 20%, and applies the ''Squid Ink'' debuff for 4 turns. Squid Ink reduces enemy critical chance and speed to 0 and deals 8 - 10 damage each turn. Requires 10 energy.
====Strategy====
If the Octopus has 10 or more energy, it will use '''Squid Frenzy'''.
Otherwise, it will use its random multi-hit attack, '''Tentacles Fury'''.
===Evil Clown (ID: 33)===
A clown that uses explosive balloons.
====Abilities====
*'''Butcher:''' Deals 34 - 42 damage and generates 1 - 2 energy.
*'''Nitro Balloons:''' Deals 60 - 75 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn. On the debuff's last turn, it also destroys 2 enemy energy. Requires 4 energy.
====Strategy====
The Evil Clown uses '''Nitro Balloons''' if it has 4 or more energy.
Otherwise, it uses '''Butcher'''.
===Doku (ID: 34)===
A powerful boss with life-draining abilities and emergency potions.
====Abilities====
*'''Void Bolt:''' Deals 36 - 45 damage and generates 1 energy.
*'''Siphon Life:''' Deals 60 - 75 damage and heals for 80% of the damage dealt (48 - 60 life). Then, applies a debuff for 3 turns that deals 12 - 16 damage and heals for 80% of that damage (10 - 13 life) each turn. Requires 4 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 30 life each turn for 3 turns.
*'''Immunity Potion:''' Usable once, below 30% life. Makes you immune to damage for 8 turns.
====Strategy====
Doku has emergency items. He will use his '''Life Potion''' if his health drops below 50%.
He will use his '''Immunity Potion''' if his health drops below 30%.
If he has 4 or more energy, he will use '''Siphon Life'''.
His default attack is '''Void Bolt'''.
===Avery (ID: 35.1)===
A supporting character who can heal and deal moderate damage.
====Abilities====
*'''Slash:''' Deals 28 - 35 damage and generates 1 energy.
*'''Rejuvenation:''' Heals for 66 - 82 life and increases your damage by 20%. Requires 3 energy.
====Strategy====
Avery will use '''Rejuvenation''' if she has 3 or more energy.
Otherwise, she will use '''Slash'''.
===Evil Avery (ID: 36.1)===
A corrupted version of Avery with powerful lifestealing abilities.
====Abilities====
*'''Wicked Bolt:''' Deals 40 - 50 damage, generates 1 energy, and increases your healing by 5%.
*'''Vile Ritual:''' Deals 80 - 100 damage and heals for 50% of the damage dealt (40 - 50 life). Requires 4 energy.
====Strategy====
Evil Avery uses '''Vile Ritual''' if she has 4 or more energy.
Otherwise, she uses '''Wicked Bolt'''.
===Rusty Robot (ID: 37)===
A robot with a powerful, but random, special attack.
====Abilities====
*'''Robo-Grip:''' Deals 32 - 40 damage and generates 1 energy.
*'''Overdrive:''' Activates 1 of 5 random effects: Steal all enemy critical, defense, and speed; Deal 64-80 damage; Increase own damage by 50%; Inflict 13-16 damage to self; Increase enemy damage by 20%. Requires 3 energy.
====Strategy====
The Rusty Robot uses '''Overdrive''' if it has 3 or more energy.
Otherwise, it uses '''Robo-Grip'''.
===Vayne (ID: 38)===
A boss with a unique charge mechanic for a devastating ultimate attack.
====Abilities====
*'''Fire Charge:''' Generates 1 energy. (Usable when power level > 0).
*'''Final Blaze:''' Deals damage equal to a percentage of the enemy's total life (100%/50%/25%), ignoring defense. This consumes one power level. Requires 2/3/4 energy depending on power level.
*'''Weak Bolt:''' Deals 20 - 25 damage. (Usable when power level is 0).
====Strategy====
Vayne has 3 "power level" charges.
He will use '''Final Blaze''' if he has enough energy. The energy cost increases as his power level drops (2 energy at level 3, 3 at level 2, 4 at level 1).
If he cannot use Final Blaze, he will use '''Fire Charge''' to build energy, as long as his power level is above 0.
Once his power level is 0, he can only use '''Weak Bolt'''.
===Robo-Sentry (ID: 39)===
A robotic sentry with multi-hit attacks.
====Abilities====
*'''Barrage:''' Fires 1 - 2 times, dealing 24 - 30 damage and generating 1 energy per shot. Always fires twice if faster than the enemy.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 4 energy.
====Strategy====
The Robo-Sentry uses '''Overdrive''' if it has 4 or more energy.
Otherwise, it uses '''Barrage'''.
===Dark Servant (ID: 40)===
A servant of darkness that drains life and energy.
====Abilities====
*'''Dark Strike:''' Deals 40 - 50 damage and steals 1 energy from the enemy.
*'''Dark Rune:''' Deals 64 - 80 damage and heals for 80% of the damage dealt (51 - 64 life). Also gives the enemy 2 energy. Requires 4 energy.
====Strategy====
The Dark Servant will use '''Dark Rune''' if it has 4 or more energy.
Otherwise, it will use '''Dark Strike'''.
===Crazy Zealot (ID: 41)===
A frantic attacker that hits twice and can buff itself.
====Abilities====
*'''Lifesteal Stab:''' Strikes 2 times. Each strike deals 24 - 30 damage, generates 1 energy, and heals for 50% of the damage dealt. Each strike also has a 60% chance to give the enemy 1 energy.
*'''Dark Wings:''' Deals 56 - 70 damage and increases your damage, healing, critical chance, and defense by 10%. Then, gain the ''Healing Blades'' buff for 1 turn (doubles Lifesteal Stab's healing). Requires 6 energy.
====Strategy====
The Crazy Zealot will use '''Dark Wings''' if it has 6 or more energy.
Otherwise, it will use '''Lifesteal Stab'''.
===Robo-Dog (ID: 42)===
A mechanical dog that is rewarded for critical strikes.
====Abilities====
*'''Robo-Bite:''' Deals 36 - 45 damage and generates 1 energy. If it's a critical strike, it generates 1 extra energy and heals for 50% of the damage dealt.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 3 energy.
====Strategy====
The Robo-Dog will use '''Overdrive''' if it has 3 or more energy.
Otherwise, it will use '''Robo-Bite'''.
===Plague Doc (ID: 43)===
A doctor who uses plagues and can cleanse himself of all debuffs.
====Abilities====
*'''Plague Baton:''' Deals 40 - 50 damage and generates 1 energy.
*'''Plague Spread:''' Generates 1 energy and applies a debuff for 4 turns that deals 15 damage per energy the enemy has, each turn.
*'''Odd Medicine:''' Heals for 25% of max life (135 life) and removes all debuffs, including unremovable ones. Requires 3 energy.
====Strategy====
It will prioritize using '''Odd Medicine''' if it has 3 or more energy.
If it can't heal, it will try to apply '''Plague Spread''' if you don't already have it.
Its default attack is '''Plague Baton'''.
===Black Knight (ID: 44)===
An armored knight who punishes enemies for having skills on cooldown.
====Abilities====
*'''Black Sword:''' Deals 44 - 55 damage and generates 1 energy. If any enemy skill is on cooldown, it also applies a bleed debuff for 3 turns that deals 22 - 26 damage.
*'''Charge:''' Deals 86 - 108 damage and disables a random enemy skill for 3 turns. Requires 3 energy.
====Strategy====
The Black Knight will use '''Charge''' if he has 3 or more energy.
Otherwise, he will use '''Black Sword'''.
===Dasyra (ID: 45)===
A lightning mage who charges up for a powerful, stunning attack.
====Abilities====
*'''Bolt Strike:''' Deals 44 - 55 damage and generates 1 energy. If buffed with ''Charging'', it also increases critical chance by 20%.
*'''Thunderbolt:''' Deals 86 - 108 damage. If it's a critical strike, it stuns the enemy for 1 turn, halves their speed, and resets your critical chance to 10%. Requires 5 energy.
*'''Charging:''' Gain a buff for 7 turns that gives you 1 energy each turn. If removed, you gain energy equal to the remaining duration. Cooldown: 6 turns.
====Strategy====
She prioritizes using '''Thunderbolt''' if she has 5 or more energy.
Her next priority is to use '''Charging''' if it's off cooldown.
Her default attack is '''Bolt Strike'''.
===Raven (ID: 46)===
A warrior who consumes all energy for a powerful, all-in attack.
====Abilities====
*'''Twin Blades:''' This skill has two effects:
** If you have 0 energy: Deals 44 - 55 damage and generates 1 - 10 energy.
** If you have 1 or more energy: Consumes all energy to deal damage (base 44-55, increased by 10% per energy) and heal for a % of max life equal to energy consumed. Has a 1% chance per energy to stun.
====Strategy====
Raven's only move is '''Twin Blades'''. Its effect changes based on her current energy, making her highly unpredictable.
===Bane (ID: 47)===
A boss similar to Vayne, with a charge mechanic for an ultimate attack.
====Abilities====
*'''Rune Charge:''' Generates 4 energy. Has 2 charges.
*'''Abyssal Void:''' Deals damage equal to a percentage of the enemy's total life (45%/30%/15%), ignoring defense. Damage is based on remaining rune charges. Requires 1 energy.
*'''Weak Bolt:''' Deals 24 - 30 damage. (Usable when out of rune charges).
====Strategy====
Bane will use '''Abyssal Void''' if he has any energy.
If he has no energy but has ''Rune Charge'' available, he will use it.
Once he is out of Rune Charges and has no energy, he can only use '''Weak Bolt'''.
===Tabitha (ID: 48)===
A curse-wielder who can apply multiple debuffs at once.
====Abilities====
*'''Dark Coil:''' Deals 44 - 55 damage and generates 1 energy.
*'''Take Soul:''' Deals 86 - 108 damage and gain a buff that absorbs damage equal to 100% of the damage inflicted. Requires 5 energy.
*'''Vile Curses:''' Applies 3 random debuffs (from a pool of 3) on the enemy for 4 turns. Cooldown: 3 turns.
====Strategy====
She prioritizes using '''Take Soul''' if she has 5 or more energy.
Her next priority is to use '''Vile Curses''' if it's off cooldown.
Her default attack is '''Dark Coil'''.
===Beatrix (ID: 49)===
A complex boss who reacts to the hero's energy and cooldown usage.
====Abilities====
*'''Vampire Bite:''' Deals 46 - 58 damage, generates 1 energy, and heals for 50% of the damage dealt (23 - 29 life).
*'''Dark Chaos:''' Deals 90 - 113 damage, then increases your damage, healing, and critical chance by 10%. Requires 4 energy.
*'''Beatrix Wrath:''' Applies a debuff for 5 turns. If the enemy uses a cooldown while debuffed, you have a 10% chance per recharge turn to double your damage. Cooldown: 6 turns.
*'''Eclipse:''' Gain a buff for 7 turns that has a chance (based on enemy energy) to give you immunity when the enemy uses a non-energy skill. Cooldown: 6 turns.
====Strategy====
Her AI is identical to Ashera's (ID: 21), but with her own unique skills. She prioritizes applying her debuffs/buffs from cooldowns before resorting to her energy or basic attacks.
===Talon (ID: 50)===
A tech-based boss who deploys a robot and can self-destruct.
====Abilities====
*'''Metal Punch:''' Deals 50 - 63 damage and generates 1 energy.
*'''Missile Pod:''' Fires 1 - 3 missiles, each dealing 50 - 63 damage and restoring 1 energy. Requires 3 energy.
*'''Deploy Robot:''' Generates 1 energy and deploys a ''Rusty Robot'' buff for 5 turns. The robot absorbs 120 damage and deals 16-20 damage each turn. Cooldown: 4 turns.
*'''Self-Destruct:''' Usable below 20% life. Reduce your life to 1 and deal 1000 damage.
====Strategy====
Talon will use '''Self-Destruct''' if his life is below 20%.
His next priority is to '''Deploy Robot''' if it's off cooldown.
If he has 3 or more energy, he'll use '''Missile Pod'''.
His default is '''Metal Punch'''.
===Warden Orc (ID: 51)===
A very powerful orc who gets angry at low health.
====Abilities====
*'''Axe Strike:''' Deals 46 - 62 damage and generates 1 energy.
*'''Axe Smash:''' Deals 68 - 90 damage. Requires 3 energy.
*'''Anger:''' Usable below 50% life. Gain a buff that increases damage by 50% and speed by 15 for 5 turns. Cooldown: 4 turns.
====Strategy====
The Warden Orc's AI is identical to the Unicorc's (ID: 1.03), but with higher damage values. He will use '''Anger''' when below 50% health, otherwise using his energy attack or basic strike.
===Cultist (ID: 53) / Acolyte (ID: 54)===
Spellcasters who empower their basic attacks with a buff.
====Abilities====
*'''Evil/Dark Bolt:''' Deals 50 - 66 damage and generates 1 energy. Has a 50% chance to grant the ''Evil Surge/Dark Infusion'' buff for 1 turn, which increases this skill's damage by 10% and energy generation by 1.
*'''Soul/Blood Drain:''' Deals 75 - 100 damage and heals for 50% of the damage dealt (38 - 50 life). Increases the duration of your buff by 1 turn. Requires 4 energy.
====Strategy====
They will use '''Soul/Blood Drain''' if they have 4 or more energy.
Otherwise, they will use '''Evil/Dark Bolt''', hoping to get their self-buff.
(Enemies 52.1, 55.1, 56.1, 58.1, 62.X are skipped as per request)
===Sun Clown (ID: 57) / Moon Clown (ID: 58)===
A duo that buffs themselves and debuffs the enemy with unique effects.
====Abilities====
*'''Clown Stab:''' Deals 50 - 66 damage and generates 1 energy.
*'''Nitro Balloons:''' Applies a debuff for 4 turns that deals 30 - 40 damage each turn. On the last turn, it also destroys 1 enemy energy. Requires 5 energy.
*'''Sunrise/Moonrise:''' Generates 3 energy and applies a unique buff to self and a unique debuff to the enemy for 6 turns. Cooldown: 6 turns.
** Sun Clown: Buff makes Clown Stab heal. Debuff makes Nitro Balloons deal more damage.
** Moon Clown: Buff makes Clown Stab deal more damage. Debuff makes Nitro Balloons heal you.
====Strategy====
Their top priority is to use '''Sunrise/Moonrise''' if the cooldown is ready.
If not, they will use '''Nitro Balloons''' if they have 5+ energy and you don't already have the debuff.
Their default attack is '''Clown Stab'''.
===Harley (ID: 59)===
A tricky boss who can equalize health and has an instant-kill chance.
====Abilities====
*'''Clownfish:''' Deals 55 - 73 damage and generates 1 energy. Has a 25% chance to apply a debuff that mirrors any damage inflicted back to the attacker for 1 turn.
*'''Death Bunny:''' Has a chance (based on enemy missing health) to instantly kill the enemy. Fails otherwise. Requires 5 energy.
*'''Magic Trick:''' Usable only if your health is 200+ points lower than the enemy. Equalizes your current health with the enemy's. Cooldown: 6 turns.
====Strategy====
Harley will use '''Magic Trick''' if the cooldown is ready and the health condition is met.
If not, she will use '''Death Bunny''' if she has 5 or more energy.
Her default attack is '''Clownfish'''.
===Zulvoth (ID: 60)===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth (ID: 61)===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader (ID: 0.1)===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern (ID: 0.2)===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf (ID: 0.3)===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter (ID: 0.4)===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl (ID: 0.5)===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith (ID: 0.6)===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
==Normal Quest Enemies==
This section covers enemies encountered during the main story quests.
===Bandit (ID: 1)===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice (ID: 2)===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Saber Slash:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss (ID: 3)===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 2 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard (ID: 4)===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 4 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake (ID: 5)===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda (ID: 6)===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran (ID: 7)===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll (ID: 8)===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 4 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc (ID: 9)===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest (ID: 10)===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 5 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch (ID: 11)===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 5 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen (ID: 12)===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton (ID: 13)===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper (ID: 14)===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia (ID: 15)===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc (ID: 16)===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog (ID: 17)===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia (ID: 18)===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog (ID: 19)===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William (ID: 20)===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
===Ashera (ID: 21)===
A complex boss who punishes players for using cooldowns and can become immune to damage.
====Abilities====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates 1 energy, and heals for 50% of the damage dealt (15 - 19 life).
*'''Dark Chaos:''' Deals 60 - 79 damage, then increases your damage by 10%, your healing by 10%, and your critical chance by 10%. Requires 4 energy.
*'''Ashera Rage:''' Applies the Ashera Rage debuff for 5 turns. While active, any cooldowns the enemy uses will increase Ashera's damage. Cooldown: 6 turns.
*'''Dispersion:''' Gain a buff for 7 turns that gives a chance to become immune to damage when the enemy spends energy. Cooldown: 6 turns.
====Strategy====
Ashera's AI has a strict priority system.
Her first priority is to apply '''Ashera Rage''' if it's off cooldown and you are not already debuffed by it.
Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
===Zola (ID: 22)===
A fast gunslinger who can stun opponents.
====Abilities====
*'''Stiletto:''' Deals 28 - 35 damage, generates 1 energy, and increases your speed by 2 - 4. Damage is increased if your speed is above 100.
*'''Dazing Gun:''' Deals 44 - 55 damage, and has a chance (based on your speed) to stun the enemy for 1 turn. Requires 2 energy.
====Strategy====
Zola uses '''Dazing Gun''' if she has 2 or more energy.
Otherwise, she uses '''Stiletto''' to increase her speed and deal damage.
===Locke (ID: 23)===
A mercenary who can disable skills and stun his opponents.
====Abilities====
*'''Slice:''' Deals 34 - 43 damage and generates 1 energy.
*'''Blackjack:''' Deals 66 - 82 damage and disables a random enemy's skill for 4 turns. Requires 4 energy.
*'''Carabine Shot:''' Deals 17 - 21 damage, generates 2 energy, destroys 1 enemy energy, and stuns the enemy for 1 turn. Cooldown: 5 turns.
====Strategy====
Locke's top priority is to use '''Carabine Shot''' if it's off cooldown and you have at least 1 energy.
If he can't, he will use '''Blackjack''' if he has 4 or more energy.
His default attack is '''Slice'''.
===Goblin (Wretch) (ID: 24)===
A cunning goblin that steals buffs or silences foes.
====Abilities====
*'''Wrench Life:''' Deals 24 - 30 damage, generates 1 energy, and heals for 40% of the damage dealt (7 - 9 life).
*'''Soul Steal:''' Deals 52 - 65 damage, then steals 1 enemy buff. If the enemy has no buffs, it silences them for 1 turn instead. Requires 3 energy.
====Strategy====
The Wretch will use '''Soul Steal''' if it has 3 or more energy.
Otherwise, it will use '''Wrench Life''' to deal damage and heal itself.
===Gustavo (ID: 25)===
An aggressive warrior who attacks multiple times.
====Abilities====
*'''Whirlwind:''' Deals 28 - 35 damage and generates 1 energy. If your speed is higher than the enemy's, this attack strikes 2 times.
*'''Double Slash:''' Attacks 2 times, dealing 25 - 30 damage and increasing your speed by 2 - 3 each time. Requires 3 energy.
====Strategy====
Gustavo will use '''Double Slash''' if he has 3 or more energy.
Otherwise, he will use '''Whirlwind'''.
===Siren (ID: 26)===
A dangerous foe whose main attack's damage doubles every turn.
====Abilities====
*'''Water Bolt:''' Deals 30 - 37 damage and generates 1 energy.
*'''Drowning:''' Generates 1 energy and applies a debuff for 8 turns that deals 1 damage. This damage doubles every turn.
*'''Siren's Grip:''' Deals 60 - 74 damage and increases the duration of Drowning by 1 turn. Requires 3 energy.
====Strategy====
The Siren's first priority is to apply '''Drowning''' if you are not already affected by it.
If you are already Drowning, she will use '''Siren's Grip''' if she has 3 or more energy.
Her default attack is '''Water Bolt'''.
===Zombie (ID: 27)===
A standard zombie that can infect its target, reducing healing.
====Abilities====
*'''Scratch:''' Deals 30 - 37 damage and generates 1 energy.
*'''Infected Bite:''' Deals 24 - 30 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn and reduces enemy healing by 50%. Requires 2 energy.
====Strategy====
The Zombie will use '''Infected Bite''' if it has 2 or more energy.
Otherwise, it will use '''Scratch'''.
===Horror (ID: 28)===
A terrifying creature that disables energy skills.
====Abilities====
*'''Bite:''' Deals 32 - 40 damage, generates 1 energy, and reduces enemy healing by 10%.
*'''Fear:''' Deals 64 - 80 damage, reduces enemy healing by 30%, and disables all their energy skills for 2 turns. Requires 3 energy.
====Strategy====
The Horror will use '''Fear''' if it has 3 or more energy.
Otherwise, it will use '''Bite'''.
===Zombie Child (ID: 29)===
A small but dangerous zombie that debuffs all of the hero's stats.
====Abilities====
*'''Plague Stab:''' Deals 32 - 40 damage, generates 1 energy, and disables a random enemy skill for 1 turn.
*'''Contaminate:''' Deals 64 - 80 damage and reduces all enemy stats by 10%. Requires 3 energy.
====Strategy====
The Zombie Child will use '''Contaminate''' if it has 3 or more energy.
Otherwise, it will use '''Plague Stab'''.
===Zombie Chief (ID: 30)===
A powerful zombie leader with an unremovable debuff and a defensive skin.
====Abilities====
*'''Scratch:''' Deals 34 - 42 damage and generates 1 energy.
*'''Infected Bite:''' Applies an unremovable debuff for 4 turns that deals 24 - 30 damage each turn and reduces healing by 100%. Requires 3 energy.
*'''Zombie Skin:''' Generates 1 energy and gain a buff that absorbs 92 damage. While the absorb is active, your defense is increased by 20%. Lasts 3 turns. Cooldown: 4 turns.
====Strategy====
It prioritizes applying '''Infected Bite''' if it has 3+ energy and you don't already have the debuff.
Its next priority is to use '''Zombie Skin''' if it's off cooldown and it's not already buffed.
Its default attack is '''Scratch'''.
===Banshee (ID: 31)===
A spirit that can copy buffs and ignore defense.
====Abilities====
*'''Scrape:''' Deals 32 - 40 damage and generates 1 energy.
*'''Psychic Scream:''' Deals 64 - 80 damage, destroys 1 enemy energy, and applies a debuff that ignores their defense for 4 turns. Requires 3 energy.
*'''Mirror Soul:''' Gain 2 energy and copy 1 enemy buff. Usable only if you have no buffs. Cooldown: 2 turns.
====Strategy====
The Banshee will use '''Mirror Soul''' if it's off cooldown, she has no buffs, and you have at least one buff.
If she can't, she will use '''Psychic Scream''' if she has 3 or more energy.
Her default attack is '''Scrape'''.
===Octopus (ID: 32)===
An unpredictable foe that strikes many times.
====Abilities====
*'''Tentacles Fury:''' Strikes 1 - 8 times, dealing 8 - 10 damage and generating 1 energy per strike.
*'''Squid Frenzy:''' Deals 56 - 70 damage, increases your critical chance by 20%, and applies the ''Squid Ink'' debuff for 4 turns. Squid Ink reduces enemy critical chance and speed to 0 and deals 8 - 10 damage each turn. Requires 10 energy.
====Strategy====
If the Octopus has 10 or more energy, it will use '''Squid Frenzy'''.
Otherwise, it will use its random multi-hit attack, '''Tentacles Fury'''.
===Evil Clown (ID: 33)===
A clown that uses explosive balloons.
====Abilities====
*'''Butcher:''' Deals 34 - 42 damage and generates 1 - 2 energy.
*'''Nitro Balloons:''' Deals 60 - 75 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn. On the debuff's last turn, it also destroys 2 enemy energy. Requires 4 energy.
====Strategy====
The Evil Clown uses '''Nitro Balloons''' if it has 4 or more energy.
Otherwise, it uses '''Butcher'''.
===Doku (ID: 34)===
A powerful boss with life-draining abilities and emergency potions.
====Abilities====
*'''Void Bolt:''' Deals 36 - 45 damage and generates 1 energy.
*'''Siphon Life:''' Deals 60 - 75 damage and heals for 80% of the damage dealt (48 - 60 life). Then, applies a debuff for 3 turns that deals 12 - 16 damage and heals for 80% of that damage (10 - 13 life) each turn. Requires 4 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 30 life each turn for 3 turns.
*'''Immunity Potion:''' Usable once, below 30% life. Makes you immune to damage for 8 turns.
====Strategy====
Doku has emergency items. He will use his '''Life Potion''' if his health drops below 50%.
He will use his '''Immunity Potion''' if his health drops below 30%.
If he has 4 or more energy, he will use '''Siphon Life'''.
His default attack is '''Void Bolt'''.
===Avery (ID: 35.1)===
A supporting character who can heal and deal moderate damage.
====Abilities====
*'''Slash:''' Deals 28 - 35 damage and generates 1 energy.
*'''Rejuvenation:''' Heals for 66 - 82 life and increases your damage by 20%. Requires 3 energy.
====Strategy====
Avery will use '''Rejuvenation''' if she has 3 or more energy.
Otherwise, she will use '''Slash'''.
===Evil Avery (ID: 36.1)===
A corrupted version of Avery with powerful lifestealing abilities.
====Abilities====
*'''Wicked Bolt:''' Deals 40 - 50 damage, generates 1 energy, and increases your healing by 5%.
*'''Vile Ritual:''' Deals 80 - 100 damage and heals for 50% of the damage dealt (40 - 50 life). Requires 4 energy.
====Strategy====
Evil Avery uses '''Vile Ritual''' if she has 4 or more energy.
Otherwise, she uses '''Wicked Bolt'''.
===Rusty Robot (ID: 37)===
A robot with a powerful, but random, special attack.
====Abilities====
*'''Robo-Grip:''' Deals 32 - 40 damage and generates 1 energy.
*'''Overdrive:''' Activates 1 of 5 random effects: Steal all enemy critical, defense, and speed; Deal 64-80 damage; Increase own damage by 50%; Inflict 13-16 damage to self; Increase enemy damage by 20%. Requires 3 energy.
====Strategy====
The Rusty Robot uses '''Overdrive''' if it has 3 or more energy.
Otherwise, it uses '''Robo-Grip'''.
===Vayne (ID: 38)===
A boss with a unique charge mechanic for a devastating ultimate attack.
====Abilities====
*'''Fire Charge:''' Generates 1 energy. (Usable when power level > 0).
*'''Final Blaze:''' Deals damage equal to a percentage of the enemy's total life (100%/50%/25%), ignoring defense. This consumes one power level. Requires 2/3/4 energy depending on power level.
*'''Weak Bolt:''' Deals 20 - 25 damage. (Usable when power level is 0).
====Strategy====
Vayne has 3 "power level" charges.
He will use '''Final Blaze''' if he has enough energy. The energy cost increases as his power level drops (2 energy at level 3, 3 at level 2, 4 at level 1).
If he cannot use Final Blaze, he will use '''Fire Charge''' to build energy, as long as his power level is above 0.
Once his power level is 0, he can only use '''Weak Bolt'''.
===Robo-Sentry (ID: 39)===
A robotic sentry with multi-hit attacks.
====Abilities====
*'''Barrage:''' Fires 1 - 2 times, dealing 24 - 30 damage and generating 1 energy per shot. Always fires twice if faster than the enemy.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 4 energy.
====Strategy====
The Robo-Sentry uses '''Overdrive''' if it has 4 or more energy.
Otherwise, it uses '''Barrage'''.
===Dark Servant (ID: 40)===
A servant of darkness that drains life and energy.
====Abilities====
*'''Dark Strike:''' Deals 40 - 50 damage and steals 1 energy from the enemy.
*'''Dark Rune:''' Deals 64 - 80 damage and heals for 80% of the damage dealt (51 - 64 life). Also gives the enemy 2 energy. Requires 4 energy.
====Strategy====
The Dark Servant will use '''Dark Rune''' if it has 4 or more energy.
Otherwise, it will use '''Dark Strike'''.
===Crazy Zealot (ID: 41)===
A frantic attacker that hits twice and can buff itself.
====Abilities====
*'''Lifesteal Stab:''' Strikes 2 times. Each strike deals 24 - 30 damage, generates 1 energy, and heals for 50% of the damage dealt. Each strike also has a 60% chance to give the enemy 1 energy.
*'''Dark Wings:''' Deals 56 - 70 damage and increases your damage, healing, critical chance, and defense by 10%. Then, gain the ''Healing Blades'' buff for 1 turn (doubles Lifesteal Stab's healing). Requires 6 energy.
====Strategy====
The Crazy Zealot will use '''Dark Wings''' if it has 6 or more energy.
Otherwise, it will use '''Lifesteal Stab'''.
===Robo-Dog (ID: 42)===
A mechanical dog that is rewarded for critical strikes.
====Abilities====
*'''Robo-Bite:''' Deals 36 - 45 damage and generates 1 energy. If it's a critical strike, it generates 1 extra energy and heals for 50% of the damage dealt.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 3 energy.
====Strategy====
The Robo-Dog will use '''Overdrive''' if it has 3 or more energy.
Otherwise, it will use '''Robo-Bite'''.
===Plague Doc (ID: 43)===
A doctor who uses plagues and can cleanse himself of all debuffs.
====Abilities====
*'''Plague Baton:''' Deals 40 - 50 damage and generates 1 energy.
*'''Plague Spread:''' Generates 1 energy and applies a debuff for 4 turns that deals 15 damage per energy the enemy has, each turn.
*'''Odd Medicine:''' Heals for 25% of max life (135 life) and removes all debuffs, including unremovable ones. Requires 3 energy.
====Strategy====
It will prioritize using '''Odd Medicine''' if it has 3 or more energy.
If it can't heal, it will try to apply '''Plague Spread''' if you don't already have it.
Its default attack is '''Plague Baton'''.
===Black Knight (ID: 44)===
An armored knight who punishes enemies for having skills on cooldown.
====Abilities====
*'''Black Sword:''' Deals 44 - 55 damage and generates 1 energy. If any enemy skill is on cooldown, it also applies a bleed debuff for 3 turns that deals 22 - 26 damage.
*'''Charge:''' Deals 86 - 108 damage and disables a random enemy skill for 3 turns. Requires 3 energy.
====Strategy====
The Black Knight will use '''Charge''' if he has 3 or more energy.
Otherwise, he will use '''Black Sword'''.
===Dasyra (ID: 45)===
A lightning mage who charges up for a powerful, stunning attack.
====Abilities====
*'''Bolt Strike:''' Deals 44 - 55 damage and generates 1 energy. If buffed with ''Charging'', it also increases critical chance by 20%.
*'''Thunderbolt:''' Deals 86 - 108 damage. If it's a critical strike, it stuns the enemy for 1 turn, halves their speed, and resets your critical chance to 10%. Requires 5 energy.
*'''Charging:''' Gain a buff for 7 turns that gives you 1 energy each turn. If removed, you gain energy equal to the remaining duration. Cooldown: 6 turns.
====Strategy====
She prioritizes using '''Thunderbolt''' if she has 5 or more energy.
Her next priority is to use '''Charging''' if it's off cooldown.
Her default attack is '''Bolt Strike'''.
===Raven (ID: 46)===
A warrior who consumes all energy for a powerful, all-in attack.
====Abilities====
*'''Twin Blades:''' This skill has two effects:
** If you have 0 energy: Deals 44 - 55 damage and generates 1 - 10 energy.
** If you have 1 or more energy: Consumes all energy to deal damage (base 44-55, increased by 10% per energy) and heal for a % of max life equal to energy consumed. Has a 1% chance per energy to stun.
====Strategy====
Raven's only move is '''Twin Blades'''. Its effect changes based on her current energy, making her highly unpredictable.
===Bane (ID: 47)===
A boss similar to Vayne, with a charge mechanic for an ultimate attack.
====Abilities====
*'''Rune Charge:''' Generates 4 energy. Has 2 charges.
*'''Abyssal Void:''' Deals damage equal to a percentage of the enemy's total life (45%/30%/15%), ignoring defense. Damage is based on remaining rune charges. Requires 1 energy.
*'''Weak Bolt:''' Deals 24 - 30 damage. (Usable when out of rune charges).
====Strategy====
Bane will use '''Abyssal Void''' if he has any energy.
If he has no energy but has ''Rune Charge'' available, he will use it.
Once he is out of Rune Charges and has no energy, he can only use '''Weak Bolt'''.
===Tabitha (ID: 48)===
A curse-wielder who can apply multiple debuffs at once.
====Abilities====
*'''Dark Coil:''' Deals 44 - 55 damage and generates 1 energy.
*'''Take Soul:''' Deals 86 - 108 damage and gain a buff that absorbs damage equal to 100% of the damage inflicted. Requires 5 energy.
*'''Vile Curses:''' Applies 3 random debuffs (from a pool of 3) on the enemy for 4 turns. Cooldown: 3 turns.
====Strategy====
She prioritizes using '''Take Soul''' if she has 5 or more energy.
Her next priority is to use '''Vile Curses''' if it's off cooldown.
Her default attack is '''Dark Coil'''.
===Beatrix (ID: 49)===
A complex boss who reacts to the hero's energy and cooldown usage.
====Abilities====
*'''Vampire Bite:''' Deals 46 - 58 damage, generates 1 energy, and heals for 50% of the damage dealt (23 - 29 life).
*'''Dark Chaos:''' Deals 90 - 113 damage, then increases your damage, healing, and critical chance by 10%. Requires 4 energy.
*'''Beatrix Wrath:''' Applies a debuff for 5 turns. If the enemy uses a cooldown while debuffed, you have a 10% chance per recharge turn to double your damage. Cooldown: 6 turns.
*'''Eclipse:''' Gain a buff for 7 turns that has a chance (based on enemy energy) to give you immunity when the enemy uses a non-energy skill. Cooldown: 6 turns.
====Strategy====
Her AI is identical to Ashera's (ID: 21), but with her own unique skills. She prioritizes applying her debuffs/buffs from cooldowns before resorting to her energy or basic attacks.
===Talon (ID: 50)===
A tech-based boss who deploys a robot and can self-destruct.
====Abilities====
*'''Metal Punch:''' Deals 50 - 63 damage and generates 1 energy.
*'''Missile Pod:''' Fires 1 - 3 missiles, each dealing 50 - 63 damage and restoring 1 energy. Requires 3 energy.
*'''Deploy Robot:''' Generates 1 energy and deploys a ''Rusty Robot'' buff for 5 turns. The robot absorbs 120 damage and deals 16-20 damage each turn. Cooldown: 4 turns.
*'''Self-Destruct:''' Usable below 20% life. Reduce your life to 1 and deal 1000 damage.
====Strategy====
Talon will use '''Self-Destruct''' if his life is below 20%.
His next priority is to '''Deploy Robot''' if it's off cooldown.
If he has 3 or more energy, he'll use '''Missile Pod'''.
His default is '''Metal Punch'''.
===Warden Orc (ID: 51)===
A very powerful orc who gets angry at low health.
====Abilities====
*'''Axe Strike:''' Deals 46 - 62 damage and generates 1 energy.
*'''Axe Smash:''' Deals 68 - 90 damage. Requires 3 energy.
*'''Anger:''' Usable below 50% life. Gain a buff that increases damage by 50% and speed by 15 for 5 turns. Cooldown: 4 turns.
====Strategy====
The Warden Orc's AI is identical to the Unicorc's (ID: 1.03), but with higher damage values. He will use '''Anger''' when below 50% health, otherwise using his energy attack or basic strike.
===Cultist (ID: 53) / Acolyte (ID: 54)===
Spellcasters who empower their basic attacks with a buff.
====Abilities====
*'''Evil/Dark Bolt:''' Deals 50 - 66 damage and generates 1 energy. Has a 50% chance to grant the ''Evil Surge/Dark Infusion'' buff for 1 turn, which increases this skill's damage by 10% and energy generation by 1.
*'''Soul/Blood Drain:''' Deals 75 - 100 damage and heals for 50% of the damage dealt (38 - 50 life). Increases the duration of your buff by 1 turn. Requires 4 energy.
====Strategy====
They will use '''Soul/Blood Drain''' if they have 4 or more energy.
Otherwise, they will use '''Evil/Dark Bolt''', hoping to get their self-buff.
(Enemies 52.1, 55.1, 56.1, 58.1, 62.X are skipped as per request)
===Sun Clown (ID: 57) / Moon Clown (ID: 58)===
A duo that buffs themselves and debuffs the enemy with unique effects.
====Abilities====
*'''Clown Stab:''' Deals 50 - 66 damage and generates 1 energy.
*'''Nitro Balloons:''' Applies a debuff for 4 turns that deals 30 - 40 damage each turn. On the last turn, it also destroys 1 enemy energy. Requires 5 energy.
*'''Sunrise/Moonrise:''' Generates 3 energy and applies a unique buff to self and a unique debuff to the enemy for 6 turns. Cooldown: 6 turns.
** Sun Clown: Buff makes Clown Stab heal. Debuff makes Nitro Balloons deal more damage.
** Moon Clown: Buff makes Clown Stab deal more damage. Debuff makes Nitro Balloons heal you.
====Strategy====
Their top priority is to use '''Sunrise/Moonrise''' if the cooldown is ready.
If not, they will use '''Nitro Balloons''' if they have 5+ energy and you don't already have the debuff.
Their default attack is '''Clown Stab'''.
===Harley (ID: 59)===
A tricky boss who can equalize health and has an instant-kill chance.
====Abilities====
*'''Clownfish:''' Deals 55 - 73 damage and generates 1 energy. Has a 25% chance to apply a debuff that mirrors any damage inflicted back to the attacker for 1 turn.
*'''Death Bunny:''' Has a chance (based on enemy missing health) to instantly kill the enemy. Fails otherwise. Requires 5 energy.
*'''Magic Trick:''' Usable only if your health is 200+ points lower than the enemy. Equalizes your current health with the enemy's. Cooldown: 6 turns.
====Strategy====
Harley will use '''Magic Trick''' if the cooldown is ready and the health condition is met.
If not, she will use '''Death Bunny''' if she has 5 or more energy.
Her default attack is '''Clownfish'''.
===Zulvoth (ID: 60)===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth (ID: 61)===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader (ID: 0.1)===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern (ID: 0.2)===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf (ID: 0.3)===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter (ID: 0.4)===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl (ID: 0.5)===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith (ID: 0.6)===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
==Normal Quest Enemies==
This section covers enemies encountered during the main story quests.
===Bandit (ID: 1)===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice (ID: 2)===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Saber Slash:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss (ID: 3)===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 2 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard (ID: 4)===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 4 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake (ID: 5)===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda (ID: 6)===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran (ID: 7)===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll (ID: 8)===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 4 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc (ID: 9)===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest (ID: 10)===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 5 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch (ID: 11)===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 5 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen (ID: 12)===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton (ID: 13)===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper (ID: 14)===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia (ID: 15)===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc (ID: 16)===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog (ID: 17)===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia (ID: 18)===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog (ID: 19)===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William (ID: 20)===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
===Ashera (ID: 21)===
A complex boss who punishes players for using cooldowns and can become immune to damage.
====Abilities====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates 1 energy, and heals for 50% of the damage dealt (15 - 19 life).
*'''Dark Chaos:''' Deals 60 - 79 damage, then increases your damage by 10%, your healing by 10%, and your critical chance by 10%. Requires 4 energy.
*'''Ashera Rage:''' Applies the Ashera Rage debuff for 5 turns. While active, any cooldowns the enemy uses will increase Ashera's damage. Cooldown: 6 turns.
*'''Dispersion:''' Gain a buff for 7 turns that gives a chance to become immune to damage when the enemy spends energy. Cooldown: 6 turns.
====Strategy====
Ashera's AI has a strict priority system.
Her first priority is to apply '''Ashera Rage''' if it's off cooldown and you are not already debuffed by it.
Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
===Zola (ID: 22)===
A fast gunslinger who can stun opponents.
====Abilities====
*'''Stiletto:''' Deals 28 - 35 damage, generates 1 energy, and increases your speed by 2 - 4. Damage is increased if your speed is above 100.
*'''Dazing Gun:''' Deals 44 - 55 damage, and has a chance (based on your speed) to stun the enemy for 1 turn. Requires 2 energy.
====Strategy====
Zola uses '''Dazing Gun''' if she has 2 or more energy.
Otherwise, she uses '''Stiletto''' to increase her speed and deal damage.
===Locke (ID: 23)===
A mercenary who can disable skills and stun his opponents.
====Abilities====
*'''Slice:''' Deals 34 - 43 damage and generates 1 energy.
*'''Blackjack:''' Deals 66 - 82 damage and disables a random enemy's skill for 4 turns. Requires 4 energy.
*'''Carabine Shot:''' Deals 17 - 21 damage, generates 2 energy, destroys 1 enemy energy, and stuns the enemy for 1 turn. Cooldown: 5 turns.
====Strategy====
Locke's top priority is to use '''Carabine Shot''' if it's off cooldown and you have at least 1 energy.
If he can't, he will use '''Blackjack''' if he has 4 or more energy.
His default attack is '''Slice'''.
===Goblin (Wretch) (ID: 24)===
A cunning goblin that steals buffs or silences foes.
====Abilities====
*'''Wrench Life:''' Deals 24 - 30 damage, generates 1 energy, and heals for 40% of the damage dealt (7 - 9 life).
*'''Soul Steal:''' Deals 52 - 65 damage, then steals 1 enemy buff. If the enemy has no buffs, it silences them for 1 turn instead. Requires 3 energy.
====Strategy====
The Wretch will use '''Soul Steal''' if it has 3 or more energy.
Otherwise, it will use '''Wrench Life''' to deal damage and heal itself.
===Gustavo (ID: 25)===
An aggressive warrior who attacks multiple times.
====Abilities====
*'''Whirlwind:''' Deals 28 - 35 damage and generates 1 energy. If your speed is higher than the enemy's, this attack strikes 2 times.
*'''Double Slash:''' Attacks 2 times, dealing 25 - 30 damage and increasing your speed by 2 - 3 each time. Requires 3 energy.
====Strategy====
Gustavo will use '''Double Slash''' if he has 3 or more energy.
Otherwise, he will use '''Whirlwind'''.
===Siren (ID: 26)===
A dangerous foe whose main attack's damage doubles every turn.
====Abilities====
*'''Water Bolt:''' Deals 30 - 37 damage and generates 1 energy.
*'''Drowning:''' Generates 1 energy and applies a debuff for 8 turns that deals 1 damage. This damage doubles every turn.
*'''Siren's Grip:''' Deals 60 - 74 damage and increases the duration of Drowning by 1 turn. Requires 3 energy.
====Strategy====
The Siren's first priority is to apply '''Drowning''' if you are not already affected by it.
If you are already Drowning, she will use '''Siren's Grip''' if she has 3 or more energy.
Her default attack is '''Water Bolt'''.
===Zombie (ID: 27)===
A standard zombie that can infect its target, reducing healing.
====Abilities====
*'''Scratch:''' Deals 30 - 37 damage and generates 1 energy.
*'''Infected Bite:''' Deals 24 - 30 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn and reduces enemy healing by 50%. Requires 2 energy.
====Strategy====
The Zombie will use '''Infected Bite''' if it has 2 or more energy.
Otherwise, it will use '''Scratch'''.
===Horror (ID: 28)===
A terrifying creature that disables energy skills.
====Abilities====
*'''Bite:''' Deals 32 - 40 damage, generates 1 energy, and reduces enemy healing by 10%.
*'''Fear:''' Deals 64 - 80 damage, reduces enemy healing by 30%, and disables all their energy skills for 2 turns. Requires 3 energy.
====Strategy====
The Horror will use '''Fear''' if it has 3 or more energy.
Otherwise, it will use '''Bite'''.
===Zombie Child (ID: 29)===
A small but dangerous zombie that debuffs all of the hero's stats.
====Abilities====
*'''Plague Stab:''' Deals 32 - 40 damage, generates 1 energy, and disables a random enemy skill for 1 turn.
*'''Contaminate:''' Deals 64 - 80 damage and reduces all enemy stats by 10%. Requires 3 energy.
====Strategy====
The Zombie Child will use '''Contaminate''' if it has 3 or more energy.
Otherwise, it will use '''Plague Stab'''.
===Zombie Chief (ID: 30)===
A powerful zombie leader with an unremovable debuff and a defensive skin.
====Abilities====
*'''Scratch:''' Deals 34 - 42 damage and generates 1 energy.
*'''Infected Bite:''' Applies an unremovable debuff for 4 turns that deals 24 - 30 damage each turn and reduces healing by 100%. Requires 3 energy.
*'''Zombie Skin:''' Generates 1 energy and gain a buff that absorbs 92 damage. While the absorb is active, your defense is increased by 20%. Lasts 3 turns. Cooldown: 4 turns.
====Strategy====
It prioritizes applying '''Infected Bite''' if it has 3+ energy and you don't already have the debuff.
Its next priority is to use '''Zombie Skin''' if it's off cooldown and it's not already buffed.
Its default attack is '''Scratch'''.
===Banshee (ID: 31)===
A spirit that can copy buffs and ignore defense.
====Abilities====
*'''Scrape:''' Deals 32 - 40 damage and generates 1 energy.
*'''Psychic Scream:''' Deals 64 - 80 damage, destroys 1 enemy energy, and applies a debuff that ignores their defense for 4 turns. Requires 3 energy.
*'''Mirror Soul:''' Gain 2 energy and copy 1 enemy buff. Usable only if you have no buffs. Cooldown: 2 turns.
====Strategy====
The Banshee will use '''Mirror Soul''' if it's off cooldown, she has no buffs, and you have at least one buff.
If she can't, she will use '''Psychic Scream''' if she has 3 or more energy.
Her default attack is '''Scrape'''.
===Octopus (ID: 32)===
An unpredictable foe that strikes many times.
====Abilities====
*'''Tentacles Fury:''' Strikes 1 - 8 times, dealing 8 - 10 damage and generating 1 energy per strike.
*'''Squid Frenzy:''' Deals 56 - 70 damage, increases your critical chance by 20%, and applies the ''Squid Ink'' debuff for 4 turns. Squid Ink reduces enemy critical chance and speed to 0 and deals 8 - 10 damage each turn. Requires 10 energy.
====Strategy====
If the Octopus has 10 or more energy, it will use '''Squid Frenzy'''.
Otherwise, it will use its random multi-hit attack, '''Tentacles Fury'''.
===Evil Clown (ID: 33)===
A clown that uses explosive balloons.
====Abilities====
*'''Butcher:''' Deals 34 - 42 damage and generates 1 - 2 energy.
*'''Nitro Balloons:''' Deals 60 - 75 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn. On the debuff's last turn, it also destroys 2 enemy energy. Requires 4 energy.
====Strategy====
The Evil Clown uses '''Nitro Balloons''' if it has 4 or more energy.
Otherwise, it uses '''Butcher'''.
===Doku (ID: 34)===
A powerful boss with life-draining abilities and emergency potions.
====Abilities====
*'''Void Bolt:''' Deals 36 - 45 damage and generates 1 energy.
*'''Siphon Life:''' Deals 60 - 75 damage and heals for 80% of the damage dealt (48 - 60 life). Then, applies a debuff for 3 turns that deals 12 - 16 damage and heals for 80% of that damage (10 - 13 life) each turn. Requires 4 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 30 life each turn for 3 turns.
*'''Immunity Potion:''' Usable once, below 30% life. Makes you immune to damage for 8 turns.
====Strategy====
Doku has emergency items. He will use his '''Life Potion''' if his health drops below 50%.
He will use his '''Immunity Potion''' if his health drops below 30%.
If he has 4 or more energy, he will use '''Siphon Life'''.
His default attack is '''Void Bolt'''.
===Avery (ID: 35.1)===
A supporting character who can heal and deal moderate damage.
====Abilities====
*'''Slash:''' Deals 28 - 35 damage and generates 1 energy.
*'''Rejuvenation:''' Heals for 66 - 82 life and increases your damage by 20%. Requires 3 energy.
====Strategy====
Avery will use '''Rejuvenation''' if she has 3 or more energy.
Otherwise, she will use '''Slash'''.
===Evil Avery (ID: 36.1)===
A corrupted version of Avery with powerful lifestealing abilities.
====Abilities====
*'''Wicked Bolt:''' Deals 40 - 50 damage, generates 1 energy, and increases your healing by 5%.
*'''Vile Ritual:''' Deals 80 - 100 damage and heals for 50% of the damage dealt (40 - 50 life). Requires 4 energy.
====Strategy====
Evil Avery uses '''Vile Ritual''' if she has 4 or more energy.
Otherwise, she uses '''Wicked Bolt'''.
===Rusty Robot (ID: 37)===
A robot with a powerful, but random, special attack.
====Abilities====
*'''Robo-Grip:''' Deals 32 - 40 damage and generates 1 energy.
*'''Overdrive:''' Activates 1 of 5 random effects: Steal all enemy critical, defense, and speed; Deal 64-80 damage; Increase own damage by 50%; Inflict 13-16 damage to self; Increase enemy damage by 20%. Requires 3 energy.
====Strategy====
The Rusty Robot uses '''Overdrive''' if it has 3 or more energy.
Otherwise, it uses '''Robo-Grip'''.
===Vayne (ID: 38)===
A boss with a unique charge mechanic for a devastating ultimate attack.
====Abilities====
*'''Fire Charge:''' Generates 1 energy. (Usable when power level > 0).
*'''Final Blaze:''' Deals damage equal to a percentage of the enemy's total life (100%/50%/25%), ignoring defense. This consumes one power level. Requires 2/3/4 energy depending on power level.
*'''Weak Bolt:''' Deals 20 - 25 damage. (Usable when power level is 0).
====Strategy====
Vayne has 3 "power level" charges.
He will use '''Final Blaze''' if he has enough energy. The energy cost increases as his power level drops (2 energy at level 3, 3 at level 2, 4 at level 1).
If he cannot use Final Blaze, he will use '''Fire Charge''' to build energy, as long as his power level is above 0.
Once his power level is 0, he can only use '''Weak Bolt'''.
===Robo-Sentry (ID: 39)===
A robotic sentry with multi-hit attacks.
====Abilities====
*'''Barrage:''' Fires 1 - 2 times, dealing 24 - 30 damage and generating 1 energy per shot. Always fires twice if faster than the enemy.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 4 energy.
====Strategy====
The Robo-Sentry uses '''Overdrive''' if it has 4 or more energy.
Otherwise, it uses '''Barrage'''.
===Dark Servant (ID: 40)===
A servant of darkness that drains life and energy.
====Abilities====
*'''Dark Strike:''' Deals 40 - 50 damage and steals 1 energy from the enemy.
*'''Dark Rune:''' Deals 64 - 80 damage and heals for 80% of the damage dealt (51 - 64 life). Also gives the enemy 2 energy. Requires 4 energy.
====Strategy====
The Dark Servant will use '''Dark Rune''' if it has 4 or more energy.
Otherwise, it will use '''Dark Strike'''.
===Crazy Zealot (ID: 41)===
A frantic attacker that hits twice and can buff itself.
====Abilities====
*'''Lifesteal Stab:''' Strikes 2 times. Each strike deals 24 - 30 damage, generates 1 energy, and heals for 50% of the damage dealt. Each strike also has a 60% chance to give the enemy 1 energy.
*'''Dark Wings:''' Deals 56 - 70 damage and increases your damage, healing, critical chance, and defense by 10%. Then, gain the ''Healing Blades'' buff for 1 turn (doubles Lifesteal Stab's healing). Requires 6 energy.
====Strategy====
The Crazy Zealot will use '''Dark Wings''' if it has 6 or more energy.
Otherwise, it will use '''Lifesteal Stab'''.
===Robo-Dog (ID: 42)===
A mechanical dog that is rewarded for critical strikes.
====Abilities====
*'''Robo-Bite:''' Deals 36 - 45 damage and generates 1 energy. If it's a critical strike, it generates 1 extra energy and heals for 50% of the damage dealt.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 3 energy.
====Strategy====
The Robo-Dog will use '''Overdrive''' if it has 3 or more energy.
Otherwise, it will use '''Robo-Bite'''.
===Plague Doc (ID: 43)===
A doctor who uses plagues and can cleanse himself of all debuffs.
====Abilities====
*'''Plague Baton:''' Deals 40 - 50 damage and generates 1 energy.
*'''Plague Spread:''' Generates 1 energy and applies a debuff for 4 turns that deals 15 damage per energy the enemy has, each turn.
*'''Odd Medicine:''' Heals for 25% of max life (135 life) and removes all debuffs, including unremovable ones. Requires 3 energy.
====Strategy====
It will prioritize using '''Odd Medicine''' if it has 3 or more energy.
If it can't heal, it will try to apply '''Plague Spread''' if you don't already have it.
Its default attack is '''Plague Baton'''.
===Black Knight (ID: 44)===
An armored knight who punishes enemies for having skills on cooldown.
====Abilities====
*'''Black Sword:''' Deals 44 - 55 damage and generates 1 energy. If any enemy skill is on cooldown, it also applies a bleed debuff for 3 turns that deals 22 - 26 damage.
*'''Charge:''' Deals 86 - 108 damage and disables a random enemy skill for 3 turns. Requires 3 energy.
====Strategy====
The Black Knight will use '''Charge''' if he has 3 or more energy.
Otherwise, he will use '''Black Sword'''.
===Dasyra (ID: 45)===
A lightning mage who charges up for a powerful, stunning attack.
====Abilities====
*'''Bolt Strike:''' Deals 44 - 55 damage and generates 1 energy. If buffed with ''Charging'', it also increases critical chance by 20%.
*'''Thunderbolt:''' Deals 86 - 108 damage. If it's a critical strike, it stuns the enemy for 1 turn, halves their speed, and resets your critical chance to 10%. Requires 5 energy.
*'''Charging:''' Gain a buff for 7 turns that gives you 1 energy each turn. If removed, you gain energy equal to the remaining duration. Cooldown: 6 turns.
====Strategy====
She prioritizes using '''Thunderbolt''' if she has 5 or more energy.
Her next priority is to use '''Charging''' if it's off cooldown.
Her default attack is '''Bolt Strike'''.
===Raven (ID: 46)===
A warrior who consumes all energy for a powerful, all-in attack.
====Abilities====
*'''Twin Blades:''' This skill has two effects:
** If you have 0 energy: Deals 44 - 55 damage and generates 1 - 10 energy.
** If you have 1 or more energy: Consumes all energy to deal damage (base 44-55, increased by 10% per energy) and heal for a % of max life equal to energy consumed. Has a 1% chance per energy to stun.
====Strategy====
Raven's only move is '''Twin Blades'''. Its effect changes based on her current energy, making her highly unpredictable.
===Bane (ID: 47)===
A boss similar to Vayne, with a charge mechanic for an ultimate attack.
====Abilities====
*'''Rune Charge:''' Generates 4 energy. Has 2 charges.
*'''Abyssal Void:''' Deals damage equal to a percentage of the enemy's total life (45%/30%/15%), ignoring defense. Damage is based on remaining rune charges. Requires 1 energy.
*'''Weak Bolt:''' Deals 24 - 30 damage. (Usable when out of rune charges).
====Strategy====
Bane will use '''Abyssal Void''' if he has any energy.
If he has no energy but has ''Rune Charge'' available, he will use it.
Once he is out of Rune Charges and has no energy, he can only use '''Weak Bolt'''.
===Tabitha (ID: 48)===
A curse-wielder who can apply multiple debuffs at once.
====Abilities====
*'''Dark Coil:''' Deals 44 - 55 damage and generates 1 energy.
*'''Take Soul:''' Deals 86 - 108 damage and gain a buff that absorbs damage equal to 100% of the damage inflicted. Requires 5 energy.
*'''Vile Curses:''' Applies 3 random debuffs (from a pool of 3) on the enemy for 4 turns. Cooldown: 3 turns.
====Strategy====
She prioritizes using '''Take Soul''' if she has 5 or more energy.
Her next priority is to use '''Vile Curses''' if it's off cooldown.
Her default attack is '''Dark Coil'''.
===Beatrix (ID: 49)===
A complex boss who reacts to the hero's energy and cooldown usage.
====Abilities====
*'''Vampire Bite:''' Deals 46 - 58 damage, generates 1 energy, and heals for 50% of the damage dealt (23 - 29 life).
*'''Dark Chaos:''' Deals 90 - 113 damage, then increases your damage, healing, and critical chance by 10%. Requires 4 energy.
*'''Beatrix Wrath:''' Applies a debuff for 5 turns. If the enemy uses a cooldown while debuffed, you have a 10% chance per recharge turn to double your damage. Cooldown: 6 turns.
*'''Eclipse:''' Gain a buff for 7 turns that has a chance (based on enemy energy) to give you immunity when the enemy uses a non-energy skill. Cooldown: 6 turns.
====Strategy====
Her AI is identical to Ashera's (ID: 21), but with her own unique skills. She prioritizes applying her debuffs/buffs from cooldowns before resorting to her energy or basic attacks.
===Talon (ID: 50)===
A tech-based boss who deploys a robot and can self-destruct.
====Abilities====
*'''Metal Punch:''' Deals 50 - 63 damage and generates 1 energy.
*'''Missile Pod:''' Fires 1 - 3 missiles, each dealing 50 - 63 damage and restoring 1 energy. Requires 3 energy.
*'''Deploy Robot:''' Generates 1 energy and deploys a ''Rusty Robot'' buff for 5 turns. The robot absorbs 120 damage and deals 16-20 damage each turn. Cooldown: 4 turns.
*'''Self-Destruct:''' Usable below 20% life. Reduce your life to 1 and deal 1000 damage.
====Strategy====
Talon will use '''Self-Destruct''' if his life is below 20%.
His next priority is to '''Deploy Robot''' if it's off cooldown.
If he has 3 or more energy, he'll use '''Missile Pod'''.
His default is '''Metal Punch'''.
===Warden Orc (ID: 51)===
A very powerful orc who gets angry at low health.
====Abilities====
*'''Axe Strike:''' Deals 46 - 62 damage and generates 1 energy.
*'''Axe Smash:''' Deals 68 - 90 damage. Requires 3 energy.
*'''Anger:''' Usable below 50% life. Gain a buff that increases damage by 50% and speed by 15 for 5 turns. Cooldown: 4 turns.
====Strategy====
The Warden Orc's AI is identical to the Unicorc's (ID: 1.03), but with higher damage values. He will use '''Anger''' when below 50% health, otherwise using his energy attack or basic strike.
===Cultist (ID: 53) / Acolyte (ID: 54)===
Spellcasters who empower their basic attacks with a buff.
====Abilities====
*'''Evil/Dark Bolt:''' Deals 50 - 66 damage and generates 1 energy. Has a 50% chance to grant the ''Evil Surge/Dark Infusion'' buff for 1 turn, which increases this skill's damage by 10% and energy generation by 1.
*'''Soul/Blood Drain:''' Deals 75 - 100 damage and heals for 50% of the damage dealt (38 - 50 life). Increases the duration of your buff by 1 turn. Requires 4 energy.
====Strategy====
They will use '''Soul/Blood Drain''' if they have 4 or more energy.
Otherwise, they will use '''Evil/Dark Bolt''', hoping to get their self-buff.
===Sun Clown (ID: 57) / Moon Clown (ID: 58)===
A duo that buffs themselves and debuffs the enemy with unique effects.
====Abilities====
*'''Clown Stab:''' Deals 50 - 66 damage and generates 1 energy.
*'''Nitro Balloons:''' Applies a debuff for 4 turns that deals 30 - 40 damage each turn. On the last turn, it also destroys 1 enemy energy. Requires 5 energy.
*'''Sunrise/Moonrise:''' Generates 3 energy and applies a unique buff to self and a unique debuff to the enemy for 6 turns. Cooldown: 6 turns.
** Sun Clown: Buff makes Clown Stab heal. Debuff makes Nitro Balloons deal more damage.
** Moon Clown: Buff makes Clown Stab deal more damage. Debuff makes Nitro Balloons heal you.
====Strategy====
Their top priority is to use '''Sunrise/Moonrise''' if the cooldown is ready.
If not, they will use '''Nitro Balloons''' if they have 5+ energy and you don't already have the debuff.
Their default attack is '''Clown Stab'''.
===Harley (ID: 59)===
A tricky boss who can equalize health and has an instant-kill chance.
====Abilities====
*'''Clownfish:''' Deals 55 - 73 damage and generates 1 energy. Has a 25% chance to apply a debuff that mirrors any damage inflicted back to the attacker for 1 turn.
*'''Death Bunny:''' Has a chance (based on enemy missing health) to instantly kill the enemy. Fails otherwise. Requires 5 energy.
*'''Magic Trick:''' Usable only if your health is 200+ points lower than the enemy. Equalizes your current health with the enemy's. Cooldown: 6 turns.
====Strategy====
Harley will use '''Magic Trick''' if the cooldown is ready and the health condition is met.
If not, she will use '''Death Bunny''' if she has 5 or more energy.
Her default attack is '''Clownfish'''.
===Zulvoth (ID: 60)===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth (ID: 61)===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader (ID: 0.1)===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern (ID: 0.2)===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf (ID: 0.3)===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter (ID: 0.4)===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl (ID: 0.5)===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith (ID: 0.6)===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
e94921e8ea56f8dbf5218abf2855c5a6111e6f7f
Community Guides
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Created page with "= Community Guides = Welcome to the '''Community Guides''' hub! This page gathers helpful strategies, builds, and walkthroughs shared by players across the Azmar Quest community. Whether you're looking to farm gold, survive boss fights, or make important story decisions, there's likely a guide here for you. If you’ve got your own tips to share, feel free to contribute! __TOC__ == Combat Builds == === Critical Gold Farming Warrior Build === ''By WandererYS (Discord..."
wikitext
text/x-wiki
= Community Guides =
Welcome to the '''Community Guides''' hub! This page gathers helpful strategies, builds, and walkthroughs shared by players across the Azmar Quest community.
Whether you're looking to farm gold, survive boss fights, or make important story decisions, there's likely a guide here for you. If you’ve got your own tips to share, feel free to contribute!
__TOC__
== Combat Builds ==
=== Critical Gold Farming Warrior Build ===
''By WandererYS (Discord)''
'''''Purpose:''''' Fast, easy AI farming for Warriors. Not designed for PvP.
'''''Important Setting:'''''
* Go to '''Game Options''' → '''Combat''' → set '''Turn Mode''' to '''Instant'''
'''''Required Skills:'''''
* Toxic Blade
* Swift Strike
* Execute
* Throw Sword
'''''Equipment Stat Priority:'''''
# Critical Chance
# Gold Increase
# Damage / Defense
'''''Strategy:'''''
# Use '''Toxic Blade''' once (generates crit chance and energy quickly)
# Use '''Swift Strike''' twice (boosts crit and energy gain)
# Repeat steps 1 and 2 until you have 8 energy
# Use '''Execute''' when at 8 energy – most enemies will die if it crits
# If the enemy survives, continue using Toxic Blade and Swift Strike
# Once you have energy again, use '''Throw Sword''' to finish the job
----
=== Poison Archer Routine ===
''By Baldulosa''
'''''Skill Setup:'''''
* Poison Arrows
* Volley Shots
* Aimed Shot
* Quick Shot (for utility)
'''''Typical Battle Flow:'''''
# Open with '''Poison Arrows'''
# Use '''Volley Shots''' twice
# Check energy:
## If you have 3: use '''Aimed Shot''' or '''Quick Shot'''
## If you have 4: use '''Charged Shot'''
## If you have 5: use '''Slicing Shot''' instead
# In general, prioritize damage or speed boosts depending on situation
----
== Story Choices ==
=== Good Path vs Evil Path (Story Mode) ===
''By Phong (Discord & YouTube)''
'''General Insight:'''
* Being evil = playing on Hard Mode
* Being good = safer route with more allies
==== Benefits of Evil Choices: ====
* Trick NPCs (e.g. cheat in Blackjack with Locke/Carter)
* Steal from teammates in Dungeon mode and escape
* Unlock alternative story events
==== Drawbacks of Evil Choices: ====
* NPCs mistrust you – asking for more rewards might reduce them
* Fewer companions in later chapters (some get killed off)
==== Benefits of Good Choices: ====
* More allies who help in combat (Black Knight, Priest, etc.)
* You can ask for more reward without penalty
* Peaceful outcomes lead to stronger team setups
==== Drawbacks of Good Choices: ====
* Predictable and "standard hero" narrative
* Miss out on story-exclusive enemy encounters from Evil route
----
== How to Contribute ==
Have a build, strategy, or walkthrough to share? Add it here using the structure above! Try to include:
* Author name (Discord, Reddit, or YouTube)
* Purpose or context of the guide
* Required skills, stats, or choices
* Step-by-step instructions
* Pros and cons if applicable
Thanks to everyone contributing to make Azmar Quest even more fun and accessible!
82cad14933990a94d091b0b88b77f7526b5fbc39
375
374
2025-06-28T13:56:49Z
Zuppafiera
600604
/* Community Guides */
wikitext
text/x-wiki
= Community Guides =
Welcome to the '''Community Guides''' hub! This page gathers helpful strategies, builds, and walkthroughs shared by players across the Azmar Quest community.
Whether you're looking to farm gold, survive boss fights, or make important story decisions, there's likely a guide here for you. If you’ve got your own tips to share, feel free to contribute!
__TOC__
== Combat Builds ==
=== Critical Gold Farming Warrior Build ===
''By WandererYS (Discord)''
'''''Purpose:''''' Fast, easy AI farming for Warriors. Not designed for PvP.
'''''Important Setting:'''''
* Go to '''Game Options''' → '''Combat''' → set '''Turn Mode''' to '''Instant'''
'''''Required Skills:'''''
* Toxic Blade
* Swift Strike
* Execute
* Throw Sword
'''''Equipment Stat Priority:'''''
# Critical Chance
# Gold Increase
# Damage / Defense
'''''Strategy:'''''
# Use '''Toxic Blade''' once (generates crit chance and energy quickly)
# Use '''Swift Strike''' twice (boosts crit and energy gain)
# Repeat steps 1 and 2 until you have 8 energy
# Use '''Execute''' when at 8 energy – most enemies will die if it crits
# If the enemy survives, continue using Toxic Blade and Swift Strike
# Once you have energy again, use '''Throw Sword''' to finish the job
----
=== Poison Archer Routine ===
''By Baldulosa''
'''''Skill Setup:'''''
* Poison Arrows
* Volley Shots
* Aimed Shot
* Quick Shot (for utility)
'''''Typical Battle Flow:'''''
# Open with '''Poison Arrows'''
# Use '''Volley Shots''' twice
# Check energy:
## If you have 3: use '''Aimed Shot''' or '''Quick Shot'''
## If you have 4: use '''Charged Shot'''
## If you have 5: use '''Slicing Shot''' instead
# In general, prioritize damage or speed boosts depending on situation
----
== Story Choices ==
=== Good Path vs Evil Path (Story Mode) ===
''By Phong (Discord & YouTube)''
'''General Insight:'''
* Being evil = playing on Hard Mode
* Being good = safer route with more allies
==== Benefits of Evil Choices: ====
* Trick NPCs (e.g. cheat in Blackjack with Locke/Carter)
* Steal from teammates in Dungeon mode and escape
* Unlock alternative story events
==== Drawbacks of Evil Choices: ====
* NPCs mistrust you – asking for more rewards might reduce them
* Fewer companions in later chapters (some get killed off)
==== Benefits of Good Choices: ====
* More allies who help in combat (Black Knight, Priest, etc.)
* You can ask for more reward without penalty
* Peaceful outcomes lead to stronger team setups
==== Drawbacks of Good Choices: ====
* Predictable and "standard hero" narrative
* Miss out on story-exclusive enemy encounters from Evil route
----
== How to Contribute ==
Have a build, strategy, or walkthrough to share? Add it here using the structure above! Try to include:
* Author name (Discord, Reddit, or YouTube)
* Purpose or context of the guide
* Required skills, stats, or choices
* Step-by-step instructions
* Pros and cons if applicable
Thanks to everyone contributing to make Azmar Quest even more fun and accessible!
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376
375
2025-06-28T13:57:05Z
Zuppafiera
600604
wikitext
text/x-wiki
Welcome to the '''Community Guides''' hub! This page gathers helpful strategies, builds, and walkthroughs shared by players across the Azmar Quest community.
Whether you're looking to farm gold, survive boss fights, or make important story decisions, there's likely a guide here for you. If you’ve got your own tips to share, feel free to contribute!
__TOC__
== Combat Builds ==
=== Critical Gold Farming Warrior Build ===
''By WandererYS (Discord)''
'''''Purpose:''''' Fast, easy AI farming for Warriors. Not designed for PvP.
'''''Important Setting:'''''
* Go to '''Game Options''' → '''Combat''' → set '''Turn Mode''' to '''Instant'''
'''''Required Skills:'''''
* Toxic Blade
* Swift Strike
* Execute
* Throw Sword
'''''Equipment Stat Priority:'''''
# Critical Chance
# Gold Increase
# Damage / Defense
'''''Strategy:'''''
# Use '''Toxic Blade''' once (generates crit chance and energy quickly)
# Use '''Swift Strike''' twice (boosts crit and energy gain)
# Repeat steps 1 and 2 until you have 8 energy
# Use '''Execute''' when at 8 energy – most enemies will die if it crits
# If the enemy survives, continue using Toxic Blade and Swift Strike
# Once you have energy again, use '''Throw Sword''' to finish the job
----
=== Poison Archer Routine ===
''By Baldulosa''
'''''Skill Setup:'''''
* Poison Arrows
* Volley Shots
* Aimed Shot
* Quick Shot (for utility)
'''''Typical Battle Flow:'''''
# Open with '''Poison Arrows'''
# Use '''Volley Shots''' twice
# Check energy:
## If you have 3: use '''Aimed Shot''' or '''Quick Shot'''
## If you have 4: use '''Charged Shot'''
## If you have 5: use '''Slicing Shot''' instead
# In general, prioritize damage or speed boosts depending on situation
----
== Story Choices ==
=== Good Path vs Evil Path (Story Mode) ===
''By Phong (Discord & YouTube)''
'''General Insight:'''
* Being evil = playing on Hard Mode
* Being good = safer route with more allies
==== Benefits of Evil Choices: ====
* Trick NPCs (e.g. cheat in Blackjack with Locke/Carter)
* Steal from teammates in Dungeon mode and escape
* Unlock alternative story events
==== Drawbacks of Evil Choices: ====
* NPCs mistrust you – asking for more rewards might reduce them
* Fewer companions in later chapters (some get killed off)
==== Benefits of Good Choices: ====
* More allies who help in combat (Black Knight, Priest, etc.)
* You can ask for more reward without penalty
* Peaceful outcomes lead to stronger team setups
==== Drawbacks of Good Choices: ====
* Predictable and "standard hero" narrative
* Miss out on story-exclusive enemy encounters from Evil route
----
== How to Contribute ==
Have a build, strategy, or walkthrough to share? Add it here using the structure above! Try to include:
* Author name (Discord, Reddit, or YouTube)
* Purpose or context of the guide
* Required skills, stats, or choices
* Step-by-step instructions
* Pros and cons if applicable
Thanks to everyone contributing to make Azmar Quest even more fun and accessible!
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377
376
2025-06-28T13:57:26Z
Zuppafiera
600604
wikitext
text/x-wiki
Welcome to the '''Community Guides''' hub! This page gathers helpful strategies, builds, and walkthroughs shared by players across the Azmar Quest community.
Whether you're looking to farm gold, survive boss fights, or make important story decisions, there's likely a guide here for you. If you’ve got your own tips to share, feel free to contribute!
__TOC__
== Combat Builds ==
=== Critical Gold Farming Warrior Build ===
''By WandererYS (Discord)''
'''''Purpose:''''' Fast, easy AI farming for Warriors. Not designed for PvP.
'''''Important Setting:'''''
* Go to '''Game Options''' → '''Combat''' → set '''Turn Mode''' to '''Instant'''
'''''Required Skills:'''''
* Toxic Blade
* Swift Strike
* Execute
* Throw Sword
'''''Equipment Stat Priority:'''''
# Critical Chance
# Gold Increase
# Damage / Defense
'''''Strategy:'''''
# Use '''Toxic Blade''' once (generates crit chance and energy quickly)
# Use '''Swift Strike''' twice (boosts crit and energy gain)
# Repeat steps 1 and 2 until you have 8 energy
# Use '''Execute''' when at 8 energy – most enemies will die if it crits
# If the enemy survives, continue using Toxic Blade and Swift Strike
# Once you have energy again, use '''Throw Sword''' to finish the job
----
=== Poison Archer Routine ===
''By Baldulosa''
'''''Skill Setup:'''''
* Poison Arrows
* Volley Shots
* Aimed Shot
* Quick Shot (for utility)
'''''Typical Battle Flow:'''''
# Open with '''Poison Arrows'''
# Use '''Volley Shots''' twice
# Check energy:
## If you have 3: use '''Aimed Shot''' or '''Quick Shot'''
## If you have 4: use '''Charged Shot'''
## If you have 5: use '''Slicing Shot''' instead
# In general, prioritize damage or speed boosts depending on situation
----
== Story Choices ==
=== Good Path vs Evil Path (Story Mode) ===
''By Phong (Discord & YouTube)''
'''General Insight:'''
* Being evil = playing on Hard Mode
* Being good = safer route with more allies
==== Benefits of Evil Choices: ====
* Trick NPCs (e.g. cheat in Blackjack with Locke/Carter)
* Steal from teammates in Dungeon mode and escape
* Unlock alternative story events
==== Drawbacks of Evil Choices: ====
* NPCs mistrust you – asking for more rewards might reduce them
* Fewer companions in later chapters (some get killed off)
==== Benefits of Good Choices: ====
* More allies who help in combat (Black Knight, Priest, etc.)
* You can ask for more reward without penalty
* Peaceful outcomes lead to stronger team setups
==== Drawbacks of Good Choices: ====
* Predictable and "standard hero" narrative
* Miss out on story-exclusive enemy encounters from Evil route
----
== How to Contribute ==
Have a build, strategy, or walkthrough to share? Add it here using the structure above! Try to include:
* Author name (Discord, Reddit, or YouTube)
* Purpose or context of the guide
* Required skills, stats, or choices
* Step-by-step instructions
* Pros and cons if applicable
Thanks to everyone contributing to make Azmar Quest even more fun and accessible!
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378
377
2025-06-28T13:58:44Z
Zuppafiera
600604
wikitext
text/x-wiki
Welcome to the '''Community Guides''' hub! This page gathers helpful strategies, builds, and walkthroughs shared by players across the Azmar Quest community.
Whether you're looking to farm gold, survive boss fights, or make important story decisions, there's likely a guide here for you. If you’ve got your own tips to share, feel free to contribute!
__TOC__
== Combat Builds ==
=== Critical Gold Farming Warrior Build ===
''By WandererYS (Discord)''
'''''Purpose:''''' Fast, easy farming for Warriors. Not designed for PvP.
'''''Important Setting:'''''
* Go to '''Game Options''' → '''Combat''' → set '''Turn Mode''' to '''Instant'''
'''''Required Skills:'''''
* Toxic Blade
* Swift Strike
* Execute
* Throw Sword
'''''Equipment Stat Priority:'''''
# Critical Chance
# Gold Increase
# Damage / Defense
'''''Strategy:'''''
# Use '''Toxic Blade''' once (generates crit chance and energy quickly)
# Use '''Swift Strike''' twice (boosts crit and energy gain)
# Repeat steps 1 and 2 until you have 8 energy
# Use '''Execute''' when at 8 energy – most enemies will die if it crits
# If the enemy survives, continue using Toxic Blade and Swift Strike
# Once you have energy again, use '''Throw Sword''' to finish the job
----
=== Poison Archer Routine ===
''By Baldulosa''
'''''Skill Setup:'''''
* Poison Arrows
* Volley Shots
* Aimed Shot
* Quick Shot (for utility)
'''''Typical Battle Flow:'''''
# Open with '''Poison Arrows'''
# Use '''Volley Shots''' twice
# Check energy:
## If you have 3: use '''Aimed Shot''' or '''Quick Shot'''
## If you have 4: use '''Charged Shot'''
## If you have 5: use '''Slicing Shot''' instead
# In general, prioritize damage or speed boosts depending on situation
----
== Story Choices ==
=== Good Path vs Evil Path (Story Mode) ===
''By Phong (Discord & YouTube)''
'''General Insight:'''
* Being evil = playing on Hard Mode
* Being good = safer route with more allies
==== Benefits of Evil Choices: ====
* Trick NPCs (e.g. cheat in Blackjack with Locke/Carter)
* Steal from teammates in Dungeon mode and escape
* Unlock alternative story events
==== Drawbacks of Evil Choices: ====
* NPCs mistrust you – asking for more rewards might reduce them
* Fewer companions in later chapters (some get killed off)
==== Benefits of Good Choices: ====
* More allies who help in combat (Black Knight, Priest, etc.)
* You can ask for more reward without penalty
* Peaceful outcomes lead to stronger team setups
==== Drawbacks of Good Choices: ====
* Predictable and "standard hero" narrative
* Miss out on story-exclusive enemy encounters from Evil route
----
== How to Contribute ==
Have a build, strategy, or walkthrough to share? Add it here using the structure above! Try to include:
* Author name (Discord, Reddit, or YouTube)
* Purpose or context of the guide
* Required skills, stats, or choices
* Step-by-step instructions
* Pros and cons if applicable
Thanks to everyone contributing to make Azmar Quest even more fun and accessible!
88b9e47fde677a1f94a55ffa100e26549cd0545d
Stats
0
278
384
321
2025-06-28T14:10:13Z
Zuppafiera
600604
wikitext
text/x-wiki
= Stats Overview =
This page explains the main stats in Azmar Quest and the additional ones found on equipment like armor. Feel free to update, clarify, or expand each section as the game evolves or new mechanics are discovered!
== Main Stats ==
* '''Damage''' — Increases the damage output of all your skills. If a skill also heals based on damage, this stat increases the healing portion as well.
* '''Healing''' — Boosts the healing portion of all skills, including those that heal based on damage dealt.
* '''Critical Chance''' — The percentage chance for any skill (including healing ones) to critically hit.
* '''Critical Modifier''' — Controls how strong a critical hit is. By default, a crit deals 150% of the original damage or healing. Increasing this stat will increase that bonus further.
**Note:** Armor often provides double the value for Critical Modifier (e.g. +12%) compared to standard stat boosts like damage or healing (+6%).
* '''Defense''' — Reduces the damage you take by a percentage. There's a hard cap of 50%, meaning you can't reduce damage beyond that.
* '''Speed''' — Determines who acts first in a round. If both characters have the same Speed:
** In PvP: the first attacker is chosen randomly
** In PvE: the player always goes first
== Equipment Stats (e.g. found on Armors) ==
These are some of the bonus stats that may appear on your armor:
* Damage Done
* Healing Done
* Critical Strike Chance
* Critical Modifier
* Defense
* Speed
* Experience Gained
* Gold Gained
----
Feel free to edit or expand this list with any missing stats, modifiers, or advanced formulas you've discovered!
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2025-06-28T14:10:21Z
Zuppafiera
600604
wikitext
text/x-wiki
= Stats Overview =
This page explains the main stats in Azmar Quest and the additional ones found on equipment like armor. Feel free to update, clarify, or expand each section as the game evolves or new mechanics are discovered!
== Main Stats ==
* '''Damage''' — Increases the damage output of all your skills. If a skill also heals based on damage, this stat increases the healing portion as well.
* '''Healing''' — Boosts the healing portion of all skills, including those that heal based on damage dealt.
* '''Critical Chance''' — The percentage chance for any skill (including healing ones) to critically hit.
* '''Critical Modifier''' — Controls how strong a critical hit is. By default, a crit deals 150% of the original damage or healing. Increasing this stat will increase that bonus further.
**Note:** Armor often provides double the value for Critical Modifier (e.g. +12%) compared to standard stat boosts like damage or healing (+6%).
* '''Defense''' — Reduces the damage you take by a percentage. There's a hard cap of 50%, meaning you can't reduce damage beyond that.
* '''Speed''' — Determines who acts first in a round. If both characters have the same Speed:
** In PvP: the first attacker is chosen randomly
** In PvE: the player always goes first
== Equipment Stats (e.g. found on Armors) ==
These are some of the bonus stats that may appear on your armor:
* Damage Done
* Healing Done
* Critical Strike Chance
* Critical Modifier
* Defense
* Speed
* Experience Gained
* Gold Gained
----
Feel free to edit or expand this list with any missing stats, modifiers, or advanced formulas you've discovered!
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Zuppafiera
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/* Main Stats */
wikitext
text/x-wiki
= Stats Overview =
This page explains the main stats in Azmar Quest and the additional ones found on equipment like armor. Feel free to update, clarify, or expand each section as the game evolves or new mechanics are discovered!
== Main Stats ==
* '''Damage''' — Increases the damage output of all your skills. If a skill also heals based on damage, this stat increases the healing portion as well.
* '''Healing''' — Boosts the healing portion of all skills, including those that heal based on damage dealt.
* '''Critical Chance''' — The percentage chance for any skill (including healing ones) to critically hit.
* '''Critical Modifier''' — Controls how strong a critical hit is. By default, a crit deals 150% of the original damage or healing. Increasing this stat will increase that bonus further.
**Note:** Armor often provides double the value for Critical Modifier (e.g. +12%) compared to standard stat boosts like damage or healing (+6%).
* '''Defense''' — Reduces the damage you take by a percentage. There's a hard cap of 50%, meaning you can't reduce damage beyond that.
* '''Speed''' — Determines who acts first in a round. If both characters have the same Speed:
** In PvP: the first attacker is chosen randomly
** In PvE: the player always goes first
== Equipment Stats (e.g. found on Armors) ==
These are some of the bonus stats that may appear on your armor:
* Damage Done
* Healing Done
* Critical Strike Chance
* Critical Modifier
* Defense
* Speed
* Experience Gained
* Gold Gained
----
Feel free to edit or expand this list with any missing stats, modifiers, or advanced formulas you've discovered!
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2025-06-28T14:10:42Z
Zuppafiera
600604
wikitext
text/x-wiki
= Stats Overview =
This page explains the main stats in Azmar Quest and the additional ones found on equipment like armor. Feel free to update, clarify, or expand each section as the game evolves or new mechanics are discovered!
== Main Stats ==
* '''Damage''' — Increases the damage output of all your skills. If a skill also heals based on damage, this stat increases the healing portion as well.
* '''Healing''' — Boosts the healing portion of all skills, including those that heal based on damage dealt.
* '''Critical Chance''' — The percentage chance for any skill (including healing ones) to critically hit.
* '''Critical Modifier''' — Controls how strong a critical hit is. By default, a crit deals 150% of the original damage or healing. Increasing this stat will increase that bonus further.
**Note:** Armor often provides double the value for Critical Modifier (e.g. +12%) compared to standard stat boosts like damage or healing (+6%).
* '''Defense''' — Reduces the damage you take by a percentage. There's a hard cap of 50%, meaning you can't reduce damage beyond that.
* '''Speed''' — Determines who acts first in a round. If both characters have the same Speed:
** In PvP: the first attacker is chosen randomly
** In PvE: the player always goes first
== Equipment Stats (e.g. found on Armors) ==
These are some of the bonus stats that may appear on your armor:
* Damage Done
* Healing Done
* Critical Strike Chance
* Critical Modifier
* Defense
* Speed
* Experience Gained
* Gold Gained
----
Feel free to edit or expand this list with any missing stats, modifiers, or advanced formulas you've discovered!
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Zuppafiera
600604
/* Stats Overview */
wikitext
text/x-wiki
= Stats Overview =
This page explains the main stats in Azmar Quest and the additional ones found on equipment like armor. Feel free to update, clarify, or expand each section as the game evolves or new mechanics are discovered!
== Main Stats ==
* '''Damage''' — Increases the damage output of all your skills. If a skill also heals based on damage, this stat increases the healing portion as well.
* '''Healing''' — Boosts the healing portion of all skills, including those that heal based on damage dealt.
* '''Critical Chance''' — The percentage chance for any skill (including healing ones) to critically hit.
* '''Critical Modifier''' — Controls how strong a critical hit is. By default, a crit deals 150% of the original damage or healing. Increasing this stat will increase that bonus further.
**''Note: Armor often provides double the value for Critical Modifier (e.g. +12%) compared to standard stat boosts like damage or healing (+6%).''
* '''Defense''' — Reduces the damage you take by a percentage. There's a hard cap of 50%, meaning you can't reduce damage beyond that.
* '''Speed''' — Determines who acts first in a round. If both characters have the same Speed:
** In PvP: the first attacker is chosen randomly
** In PvE: the player always goes first
== Equipment Stats (e.g. found on Armors) ==
These are some of the bonus stats that may appear on your armor:
* Damage Done
* Healing Done
* Critical Strike Chance
* Critical Modifier
* Defense
* Speed
* Experience Gained
* Gold Gained
----
Feel free to edit or expand this list with any missing stats, modifiers, or advanced formulas you've discovered!
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Zuppafiera
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/* Main Stats */
wikitext
text/x-wiki
= Stats Overview =
This page explains the main stats in Azmar Quest and the additional ones found on equipment like armor. Feel free to update, clarify, or expand each section as the game evolves or new mechanics are discovered!
== Main Stats ==
* '''Damage''' — Increases the damage output of all your skills. If a skill also heals based on damage, this stat increases the healing portion as well.
* '''Healing''' — Boosts the healing portion of all skills, including those that heal based on damage dealt.
* '''Critical Chance''' — The percentage chance for any skill (including healing ones) to critically hit.
* '''Critical Modifier''' — Controls how strong a critical hit is. By default, a crit deals 150% of the original damage or healing. Increasing this stat will increase that bonus further.
**'''Note:''' Armor often provides double the value for Critical Modifier (e.g. +12%) compared to standard stat boosts like damage or healing (+6%).
* '''Defense''' — Reduces the damage you take by a percentage. There's a hard cap of 50%, meaning you can't reduce damage beyond that.
* '''Speed''' — Determines who acts first in a round. If both characters have the same Speed:
** In PvP: the first attacker is chosen randomly
** In PvE: the player always goes first
== Equipment Stats (e.g. found on Armors) ==
These are some of the bonus stats that may appear on your armor:
* Damage Done
* Healing Done
* Critical Strike Chance
* Critical Modifier
* Defense
* Speed
* Experience Gained
* Gold Gained
----
Feel free to edit or expand this list with any missing stats, modifiers, or advanced formulas you've discovered!
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2025-06-28T14:12:17Z
Zuppafiera
600604
/* Main Stats */
wikitext
text/x-wiki
= Stats Overview =
This page explains the main stats in Azmar Quest and the additional ones found on equipment like armor. Feel free to update, clarify, or expand each section as the game evolves or new mechanics are discovered!
== Main Stats ==
* '''Damage''' — Increases the damage output of all your skills. If a skill also heals based on damage, this stat increases the healing portion as well.
* '''Healing''' — Boosts the healing portion of all skills, including those that heal based on damage dealt.
* '''Critical Chance''' — The percentage chance for any skill (including healing ones) to critically hit.
* '''Critical Modifier''' — Controls how strong a critical hit is. By default, a crit deals 150% of the original damage or healing. Increasing this stat will increase that bonus further.
**Note: Armor often provides double the value for Critical Modifier (e.g. +12%) compared to standard stat boosts like damage or healing (+6%).
* '''Defense''' — Reduces the damage you take by a percentage. There's a hard cap of 50%, meaning you can't reduce damage beyond that.
* '''Speed''' — Determines who acts first in a round. If both characters have the same Speed:
** In PvP: the first attacker is chosen randomly
** In PvE: the player always goes first
== Equipment Stats (e.g. found on Armors) ==
These are some of the bonus stats that may appear on your armor:
* Damage Done
* Healing Done
* Critical Strike Chance
* Critical Modifier
* Defense
* Speed
* Experience Gained
* Gold Gained
----
Feel free to edit or expand this list with any missing stats, modifiers, or advanced formulas you've discovered!
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Skills
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2025-06-28T14:17:49Z
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600604
wikitext
text/x-wiki
== Skills ==
=== Skills Overview ===
There are 3 types of Skills:
* '''Basic Skills''': Can be used anytime. They generate energy.
* '''Energy Skills''': Consume energy to perform stronger actions.
* '''Cooldown Skills''': Powerful abilities that require a cooldown before they can be reused.
=== How Do You Upgrade a Skill? How to Get 100 Skill Score? ===
== Combat Skills ==
To upgrade a Combat Skill:
* Find specific '''Skill Upgrades''' from Treasures (these drop randomly).
* Alternatively, buy a random Skill Upgrade for '''1000 Gold'''.
* The cost to upgrade a Skill increases with each rank – going from Rank 2 to Rank 3 is much more expensive than going from Rank 0 to Rank 1.
'''Skill Score''' is based on the rank of all Combat Skills.
To reach '''100/100 Skill Score''', you must upgrade all '''16 Combat Skills''' to '''Rank 3'''.
== Support Skills ==
Support Skills are used in:
* The Final Chapter
* Arena
* Dungeons
* 2v2 Battles
To upgrade a Support Skill:
* Use it repeatedly until it reaches the required '''Expertise'''.
For example: if the Skill shows '''0/20''', you must use it '''20 times''' to reach '''20/20''', then you can upgrade it.
'''Support Skill Score''' is based on the upgrades of all Support Skills.
To reach '''100/100 Support Skill Score''', you must upgrade all '''8 Support Skills''' to '''Rank 3'''.
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Armor
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== How Do Armors Work? ==
There are 4 types of Armor:
* '''Chest'''
* '''Head'''
* '''Legs'''
* '''Hands'''
Each Armor gives you bonus Life based on its level:
<code>Armor Level × 2</code>
So a level 30 Armor gives you +60 HP.
=== Rarity and Stars ===
Armor can drop with a rarity from:
* '''0 Grey Stars''' (worst) to
* '''3 Grey Stars''' (best)
Higher-level Armor has a better chance to roll 2–3 stars.
=== Star Bonuses ===
Each Star gives a bonus to one of the following stats:
* Damage
* Healing
* Defense
* Critical Chance
* Critical Modifier
* Speed
* Gold Gained
* Experience Gained
You cannot roll the same bonus twice on a single Armor.
Bonus values depend on the Armor slot:
* '''Chest''': +5%
* '''Head''', '''Legs''': +4%
* '''Hands''': +3%
''Note: Bonuses for Critical Modifier, Gold, and Experience are doubled''
(e.g. a +3% Gold bonus from Hands becomes +6%).
<!-- Editors: Add a chart with star probabilities by level, if helpful -->
=== Upgrading Stars ===
Use an '''Armor Upgrade''' to turn a Grey Star into a '''Gold Star'''.
Gold Stars increase the power of the stat bonus:
* '''Chest''': +3%
* '''Head''', '''Legs''', '''Hands''': +2%
Gold Stars cannot be lost once upgraded.
=== Reforging Armor ===
Use an '''Armor Reforge''' to reroll a specific stat bonus to another, randomly.
* Reforging '''does not''' affect Gold Stars.
* You '''cannot''' reroll the Life stat.
<!-- Editors: Feel free to add best stats per build/class below -->
=== Gear Score ===
Your '''Gear Score''' depends on:
* Armor level (max: 30)
* Number of stars (max: 3 per Armor)
* Number of upgraded Gold Stars
To reach '''100 Gear Score''', you must have:
* 4 Armors at '''Level 30'''
* Each with '''3 Stars'''
* All '''Stars upgraded''' to Gold
<!-- Editors: Add farming tips or optimization guides below -->
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Honor System
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== What Can You Do With Honor and Dishonor? ==
Honor and Dishonor affect both the story and what you can spend in-game.
=== Story Impact ===
* Being '''Honored''' or '''Dishonored''' changes how NPCs react to you during Main and Extra Missions.
* You'll unlock special dialogue options marked as <code>[Honored]</code> or <code>[Dishonored]</code>.
* The outcome of these dialogues does '''not''' depend on how much Honor or Dishonor you have — success rates are fixed.
<!-- Editors: You can add specific examples of reactions or outcomes here -->
=== How to Spend Honor & Dishonor ===
You can spend Honor or Dishonor points (as currency) to:
# Buy a '''Treasure''', '''Gold''', or a '''Lottery Ticket''' (chance to earn 450 Gold)
# Get a new '''Extra Mission''' or '''Wanted Battle''' without waiting for its cooldown
# Instantly open a Treasure
# ...and more!
<!-- Editors: Feel free to expand this list with more spend options or tips -->
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Mastery
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== What Does Mastery Do? And Why Can't I Level Up After Level 30? ==
* The maximum player level is '''30'''. Once you reach level 30, any additional experience gained will go toward increasing your '''Mastery''' level instead.
=== What Is Mastery For? ===
* Mastery is currently used to unlock special features:
** '''Veiled Realm''' unlocks at Mastery Level '''2'''
** '''Arena''' unlocks at Mastery Level '''5'''
* More Mastery-related content is planned for future updates, including new single-player areas and challenges.
<!-- Editors: You can expand this section as more Mastery features are released -->
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Mastery
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== What Does Mastery Do? ==
* The maximum player level is '''30'''. Once you reach level 30, any additional experience gained will go toward increasing your '''Mastery''' level instead.
=== What Is Mastery For? ===
* Mastery is currently used to unlock special features:
** '''Veiled Realm''' unlocks at Mastery Level '''2'''
** '''Arena''' unlocks at Mastery Level '''5'''
* More Mastery-related content is planned for future updates, including new single-player areas and challenges.
<!-- Editors: You can expand this section as more Mastery features are released -->
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== What is Mastery? ==
* The maximum player level is '''30'''. Once you reach level 30, any additional experience gained will go toward increasing your '''Mastery''' level instead.
=== What Is Mastery For? ===
* Mastery is currently used to unlock special features:
** '''Veiled Realm''' unlocks at Mastery Level '''2'''
** '''Arena''' unlocks at Mastery Level '''5'''
* More Mastery-related content is planned for future updates, including new single-player areas and challenges.
<!-- Editors: You can expand this section as more Mastery features are released -->
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Warrior
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== Warrior Class Guide ==
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
=== Overview ===
* '''Complexity:''' Low
* '''Gear Dependency:''' High
* '''Recommended Stats Priority:'''
** '''Defense''' > '''Critical Strike''' > '''Damage Done''' = '''Critical Modifier'''
<!-- Editors: Add build examples, skill setups, or PvE/PvP tips below -->
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== Warrior Class Guide ==
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
=== Overview ===
* Complexity: Low
* Gear dependency: High
* Recommended statistics: Defense > Critical Strike > Damage Done = Critical Modifier
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== Warrior Class Guide ==
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
=== Overview ===
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
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== Warrior Class Guide ==
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
=== Overview ===
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
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Cleric
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407
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== Cleric Class Guide ==
''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.''
=== Overview ===
* Complexity: '''High'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.Of course. I have
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Archer
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== Archer Class Guide ==
''An agile class that specializes in powerful shots, using different types of arrows, and tactical trap placement.''
=== Overview ===
* Complexity: '''Medium'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Speed'' '''>''' ''Damage Done'' '''>=''' ''Defense''.
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== Archer Class Guide ==
''An agile class that specializes in powerful shots, using different types of arrows, and tactical trap placement.''
=== Overview ===
* Complexity: '''Medium'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Speed'' '''>''' ''Damage Done'' '''>=''' ''Defense''.
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Warlock / Witch
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== Warlock / Witch Class Guide ==
''An occult caster, specializing in crippling foes with curses and sustaining itself by draining life force.''
=== Overview ===
* Complexity: '''Low'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Defense'' '''>''' ''Damage Done'' '''>''' ''Healing Done'' '''=''' ''Critical Modifier''.
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== Warlock / Witch Class Guide ==
''An occult caster, specializing in crippling foes with curses and sustaining itself by draining life force.''
=== Overview ===
* Complexity: '''Low'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Defense'' '''>''' ''Damage Done'' '''>''' ''Healing Done'' '''=''' ''Critical Modifier''.
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Dungeon / PvP Queue Rules
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== How do Dungeons / PvP Battles / 2v2 Queue work? ==
* Level 30 players can only find matches against other level 30s. This applies to all game modes.
* '''Dungeon:''' Requires 3 players to start.
- The group can be either 3 players all at level 30, or 3 players between level 10 and 29.
- Enemies scale based on the average level of the group.
* '''Random Battle:'''
- Level 30 players face only other level 30s.
- Lower-level players can only match with players up to 5 levels above or below their own level.
* '''2v2 Battles:'''
- Requires 2 players to queue.
- You can invite a friend or a player from Global Chat to team up against bots instead of queuing for real players.
* '''Chaos Battles:'''
- Available only for level 30 players.
* '''Rated Battles:'''
- Available only for level 30 players.
- Matches require ratings within 200 points difference between opponents.
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== How do Dungeons / PvP Battles / 2v2 Queue work? ==
* Level 30 players can only find matches against other level 30s. This applies to all game modes.
* '''Dungeon:''' Requires 3 players to start.
- The group can be either 3 players all at level 30, or 3 players between level 10 and 29.
- Enemies scale based on the average level of the group.
* '''Random Battle:'''
- Level 30 players face only other level 30s.
- Lower-level players can only match with players up to 5 levels above or below their own level.
* '''2v2 Battles:'''
- Requires 2 players to queue.
- You can invite a friend or a player from Global Chat to team up against bots instead of queuing for real players.
* '''Chaos Battles:'''
- Available only for level 30 players.
* '''Rated Battles:'''
- Available only for level 30 players.
- Matches require ratings within 200 points difference between opponents.
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== How do Dungeons / PvP Battles / 2v2 Queue work? ==
* Level 30 players can only find matches against other level 30s. This applies to all game modes.
* '''Dungeon:''' Requires 3 players to start.
- The group can be either 3 players all at level 30, or 3 players between level 10 and 29.
- Enemies scale based on the average level of the group.
* '''Random Battle:'''
- Level 30 players face only other level 30s.
- Lower-level players can only match with players up to 5 levels above or below their own level.
* '''2v2 Battles:'''
- Requires 2 players to queue.
- You can invite a friend or a player from Global Chat to team up against bots instead of queuing for real players.
* '''Chaos Battles:'''
- Available only for level 30 players.
* '''Rated Battles:'''
- Available only for level 30 players.
- Matches require ratings within 200 points difference between opponents.
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Cross-Platform Guide
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== How can I sign in with my Google account on iOS, or with my Apple account on Android? ==
If you have both an iPhone and an Android device and want to use the same game account on both, you have 3 options:
=== Option 1: Register manually from the beginning ===
Instead of signing in with Google or Apple, register manually using an email and password.
You can then use the same email and password to log in on both devices.
''Note:'' If you've already signed in with Google or Apple and have progress saved, see the next options.
=== Option 2: Link the accounts ===
If your Google account email (e.g. <code>waider@gmail.com</code>) is the same email used for your Apple ID, you can link the accounts by signing in with Apple using that email.
''Important:'' When signing in with Apple, you must choose to share your email.
If you select Apple's private email relay option (e.g. <code>private8n9j@privaterelay.appleid.com</code>), a new separate account will be created and your accounts cannot be linked.
=== Option 3: Change password and login manually ===
If your Google and Apple accounts use different emails, you can still use the same game account on both devices by doing the following:
1. On your Android device, log out, then sign back in with Google.
2. Go to Main Menu → Account → Change Password.
(Note: You can only change the password immediately after logging in.)
3. Set a password (for example, <code>Waider1234</code>).
4. On your iOS device, choose manual Login and enter your Google email (<code>waider@gmail.com</code>) and the new password you set.
This will give you access to your Google account progress on iOS.
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Items
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Created page with "# Items In *Azmar Quest*, **items** are consumables that provide various effects during battles, such as healing, energy restoration, buffs, debuffs, and damage. Items have ranks from **0 to 3**, which increase their effectiveness. You can also increase an item's rank by purchasing an **Item Rank Boost**. --- ## Item Ranks - Items can be found or obtained at ranks 0, 1, 2, or 3. - The higher the rank, the stronger the item's effect. - Use the **Item Rank Boost** to i..."
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# Items
In *Azmar Quest*, **items** are consumables that provide various effects during battles, such as healing, energy restoration, buffs, debuffs, and damage. Items have ranks from **0 to 3**, which increase their effectiveness. You can also increase an item's rank by purchasing an **Item Rank Boost**.
---
## Item Ranks
- Items can be found or obtained at ranks 0, 1, 2, or 3.
- The higher the rank, the stronger the item's effect.
- Use the **Item Rank Boost** to increase an item's rank by 1 (up to a max of 3).
---
## Item List and Effects
### Healing Items
| Item Name | Effect |
|-----------------|---------------------------------------------------------------------------------------------|
| Health Potion | Instantly heals for **18% + 2% × rank** of your total life. |
| Life Potion | Heals over 3 turns for **18% + 3% × rank** of your total life. |
| Unstable Potion | Instantly heals for **6% + 2% × rank** of your total life and grants **1 energy**. |
| Lucky Charm | Removes 1 debuff (even unremovable) and heals for **4% + 2% × rank** of your total life. |
| Lifesteal Potion| Steals **8% + 2% × rank** of the enemy's life (cannot kill). |
| Shield Potion | Grants a shield absorbing damage equal to **18% + 2% × rank** of your total life for 3 turns.|
---
### Energy Items
| Item Name | Effect |
|----------------|----------------------------------------------------|
| Azmar Coffee | Restores **1 + rank** energy. |
| Chemical Spray | Removes **2 + rank** energy from the enemy. |
---
### Damage Items
| Item Name | Effect |
|---------------|------------------------------------------------------------------------------------------------|
| Paper Bomb | Deals damage equal to **12% + 2% × rank** of enemy’s total life (cannot kill). |
| Magnet Blast | Applies a damage-over-time debuff dealing **12% + 3% × rank** of enemy’s total life over 3 turns.|
| Trap | Stuns the enemy next turn and deals damage equal to **4% + 2% × rank** of their total life. |
| Cursed Relic | Removes 1 buff from enemy (even unremovable) and deals **4% + 2% × rank** damage of their life.|
---
### Buff Items
| Item Name | Effect |
|---------------|---------------------------------------------------------------------------------------------------|
| Azmar Beer | Increases critical damage modifier by **40% + 10% × rank** for 5 turns. |
| Azmar Milk | Increases defense by **15% + 3% × rank** for 5 turns. |
| Rare Weed | Increases critical chance by **20% + 5% × rank** for 5 turns. |
| Supplements | Increases healing done by **20% + 5% × rank** for 5 turns. |
| Steroids | Increases damage done by **20% + 5% × rank** for 5 turns. |
| Magic Shrooms | Increases damage, healing, defense, critical chance, and critical modifier by **6% + 2% × rank** for 5 turns.|
---
### Utility Items
| Item Name | Effect |
|-----------|-----------------------------------|
| Recharge | Reduces all skill cooldowns by **2 + rank** turns.|
---
## Tips
- Always prioritize upgrading items that fit your playstyle and strategy.
- Healing and shield items are crucial for survivability.
- Buff items like Azmar Beer and Steroids help maximize damage output.
- Debuffs like Magnet Blast and Trap weaken enemies effectively but require timing.
- Use energy-restoring items to gain more skill uses during fights.
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Of course! This is a great request for building out a game wiki. Using the provided game code, I will create a comprehensive guide for all 19 items, formatted correctly for the wiki.gg edit source view.
The guide will include:
An introductory section explaining item ranks.
A master table for quick reference.
Detailed sections for each item with scaling tables and strategic notes.
Wikitext conventions like headings, tables, and template placeholders.
I've also used placeholder CSS classes like aq-heal, aq-damage, etc., which you can define in your wiki's MediaWiki:Common.css to match the in-game colors for a more immersive experience.
How to use this guide:
Click the "Edit Source" button on the wiki page you want to create (e.g., a page named "Items").
Copy the entire code block below and paste it into the edit box.
Save the page.
Wiki.gg Edit Source Code
Generated wikitext
This guide details the various consumable '''Items''' available in Azmar Quest. Understanding their effects and how they scale with Rank is crucial for succeeding in combat.
==Item Ranks==
Items can be randomly found with a Rank from 0 to 3. The rank of an item determines its power, with higher ranks providing stronger effects. The [[Item Rank Boost]] can be purchased to increase an item's current rank by 1.
<!--
Note to Wiki Editors:
The span classes used below (e.g., "aq-heal", "aq-damage") are placeholders.
To match the in-game colors, you should add definitions to your wiki's MediaWiki:Common.css page. For example:
.aq-heal { color: greenyellow; font-weight: bold; }
.aq-damage { color: orange; font-weight: bold; }
.aq-buff { color: lightskyblue; font-weight: bold; }
.aq-debuff { color: red; font-weight: bold; }
...and so on.
-->
==Items Quick Reference==
{| class="wikitable sortable"
! Icon
! Name
! ID
! Effect Summary
! Scaling Formula
! Duration / Notes
|-
| {{Icon|Health Potion}} || [[#Health Potion|Health Potion]] || <code>-1.001</code> || Instantly heals a percentage of your life. || 18% + (2% per Rank) || Instant
|-
| {{Icon|Life Potion}} || [[#Life Potion|Life Potion]] || <code>-1.002</code> || Heals a percentage of your life over time. || 18% + (3% per Rank) || 3 turns
|-
| {{Icon|Unstable Potion}} || [[#Unstable Potion|Unstable Potion]] || <code>-1.003</code> || Instantly heals a small amount and grants energy. || 6% + (2% per Rank) || Instant
|-
| {{Icon|Azmar Cofee}} || [[#Azmar Cofee|Azmar Cofee]] || <code>-1.004</code> || Instantly grants energy. || 1 + (1 per Rank) || Instant
|-
| {{Icon|Chemical Spray}} || [[#Chemical Spray|Chemical Spray]] || <code>-1.005</code> || Destroys enemy's energy. || 2 + (1 per Rank) || Instant
|-
| {{Icon|Paper Bomb}} || [[#Paper Bomb|Paper Bomb]] || <code>-1.006</code> || Deals instant percentage-based damage to the enemy. || 12% + (2% per Rank) || Cannot be lethal
|-
| {{Icon|Magnet Blast}} || [[#Magnet Blast|Magnet Blast]] || <code>-1.007</code> || Deals percentage-based damage to the enemy over time. || 12% + (3% per Rank) || 3 turns
|-
| {{Icon|Azmar Beer}} || [[#Azmar Beer|Azmar Beer]] || <code>-1.008</code> || Increases your critical modifier. || 40% + (10% per Rank) || 5 turns
|-
| {{Icon|Azmar Milk}} || [[#Azmar Milk|Azmar Milk]] || <code>-1.009</code> || Increases your defense. || 15% + (3% per Rank) || 5 turns
|-
| {{Icon|Rare Weed}} || [[#Rare Weed|Rare Weed]] || <code>-1.010</code> || Increases your critical chance. || 20% + (5% per Rank) || 5 turns
|-
| {{Icon|Supplements}} || [[#Supplements|Supplements]] || <code>-1.011</code> || Increases your healing done. || 20% + (5% per Rank) || 5 turns
|-
| {{Icon|Steroids}} || [[#Steroids|Steroids]] || <code>-1.012</code> || Increases your damage done. || 20% + (5% per Rank) || 5 turns
|-
| {{Icon|Magic Shrooms}} || [[#Magic Shrooms|Magic Shrooms]] || <code>-1.013</code> || Increases all major combat stats. || 6% + (2% per Rank) || 5 turns
|-
| {{Icon|Recharge}} || [[#Recharge|Recharge]] || <code>-1.014</code> || Reduces all skill cooldowns. || 2 + (1 per Rank) || Instant
|-
| {{Icon|Trap}} || [[#Trap|Trap]] || <code>-1.015</code> || Deals percentage-based damage and stuns the enemy next turn. || 4% + (2% per Rank) || Stun on next turn
|-
| {{Icon|Lucky Charm}} || [[#Lucky Charm|Lucky Charm]] || <code>-1.016</code> || Cures a debuff and heals you. || 4% + (2% per Rank) || Cures unremovable debuffs
|-
| {{Icon|Cursed Relic}} || [[#Cursed Relic|Cursed Relic]] || <code>-1.017</code> || Removes an enemy buff and deals percentage-based damage. || 4% + (2% per Rank) || Removes unremovable buffs
|-
| {{Icon|Lifesteal Potion}} || [[#Lifesteal Potion|Lifesteal Potion]] || <code>-1.018</code> || Steals a percentage of the enemy's life. || 8% + (2% per Rank) || Cannot be lethal
|-
| {{Icon|Shield Potion}} || [[#Shield Potion|Shield Potion]] || <code>-1.019</code> || Grants a damage absorption shield. || 18% + (2% per Rank) || 3 turns
|}
==Detailed Item List==
===Health Potion===
The '''Health Potion''' is a basic consumable item that provides an instant burst of healing.
* '''In-game Description:''' Instantly <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life.
====Scaling====
The base healing is 18% and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 18%
|-
| 1 || 20%
|-
| 2 || 22%
|-
| 3 || 24%
|}
===Life Potion===
The '''Life Potion''' provides a heal-over-time effect, restoring health across multiple turns.
* '''In-game Description:''' <span class="aq-heal">Heals</span> you for <span class="aq-heal">${number}%</span> life over <span class="aq-buff">3</span> turns.
====Scaling====
The base total healing is 18% and increases by 3% for each rank. This total is distributed over 3 turns.
{| class="wikitable"
! Rank !! Total Healing
|-
| 0 || 18% (6% per turn)
|-
| 1 || 21% (7% per turn)
|-
| 2 || 24% (8% per turn)
|-
| 3 || 27% (9% per turn)
|}
===Unstable Potion===
The '''Unstable Potion''' offers a small instant heal and a point of energy, making it a versatile utility item.
* '''In-game Description:''' Instantly <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life and gives you <span class="aq-buff">1</span> energy.
====Scaling====
The healing is 6% at base and increases by 2% per rank. The energy gain is fixed at 1.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 6%
|-
| 1 || 8%
|-
| 2 || 10%
|-
| 3 || 12%
|}
===Azmar Cofee===
'''Azmar Cofee''' is a simple consumable that restores your energy, allowing for more frequent skill usage.
* '''In-game Description:''' A hot coffee that energises you with <span class="aq-buff">${number}</span> energy.
====Scaling====
The base energy gain is 1 and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Energy Gained
|-
| 0 || 1
|-
| 1 || 2
|-
| 2 || 3
|-
| 3 || 4
|}
===Chemical Spray===
'''Chemical Spray''' is an offensive item used to disrupt the enemy by destroying their energy.
* '''In-game Description:''' A harmful spray that destroys <span class="aq-debuff">${number}</span> enemy's energy.
====Scaling====
The base energy destruction is 2 and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Enemy Energy Destroyed
|-
| 0 || 2
|-
| 1 || 3
|-
| 2 || 4
|-
| 3 || 5
|}
===Paper Bomb===
The '''Paper Bomb''' deals a significant amount of instant damage based on the enemy's maximum health. However, it cannot deliver a killing blow.
* '''In-game Description:''' Deals damage to your enemy equal to <span class="aq-damage">${number}%</span> of their total life. It <span class="aq-debuff">can't</span> kill the enemy.
====Scaling====
The base damage is 12% of the enemy's max life and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 12%
|-
| 1 || 14%
|-
| 2 || 16%
|-
| 3 || 18%
|}
===Magnet Blast===
'''Magnet Blast''' applies a damage-over-time debuff to the enemy, chipping away at their health for 3 turns.
* '''In-game Description:''' Puts a <span class="aq-debuff">debuff</span> on the enemy that deals them damage equal to <span class="aq-damage">${number}%</span> of their total life over <span class="aq-buff">3</span> turns.
====Scaling====
The base total damage is 12% of the enemy's max life and increases by 3% for each rank. This total is distributed over 3 turns.
{| class="wikitable"
! Rank !! Total Damage
|-
| 0 || 12% (4% per turn)
|-
| 1 || 15% (5% per turn)
|-
| 2 || 18% (6% per turn)
|-
| 3 || 21% (7% per turn)
|}
===Azmar Beer===
'''Azmar Beer''' significantly boosts your critical modifier for 5 turns, making your critical hits much more devastating.
* '''In-game Description:''' Increases your <span class="aq-crit">critical modifier</span> by <span class="aq-crit">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base critical modifier increase is 40% and increases by 10% for each rank.
{| class="wikitable"
! Rank !! Critical Modifier Bonus
|-
| 0 || +40%
|-
| 1 || +50%
|-
| 2 || +60%
|-
| 3 || +70%
|}
===Azmar Milk===
'''Azmar Milk''' increases your defense for 5 turns, reducing all incoming damage.
* '''In-game Description:''' Increases your <span class="aq-defense">defense</span> by <span class="aq-defense">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base defense increase is 15% and increases by 3% for each rank.
{| class="wikitable"
! Rank !! Defense Bonus
|-
| 0 || +15%
|-
| 1 || +18%
|-
| 2 || +21%
|-
| 3 || +24%
|}
===Rare Weed===
'''Rare Weed''' increases your chance to land a critical hit for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-crit">critical</span> chance by <span class="aq-crit">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base critical chance increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Critical Chance Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Supplements===
'''Supplements''' boost the effectiveness of all your healing abilities and items for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-heal">healing</span> done by <span class="aq-heal">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base healing increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Healing Done Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Steroids===
'''Steroids''' boost the effectiveness of all your damage-dealing abilities and items for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-hero-damage">damage</span> done by <span class="aq-hero-damage">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base damage increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Damage Done Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Magic Shrooms===
'''Magic Shrooms''' are a powerful, rare consumable that provides a small boost to all major combat stats simultaneously for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-hero-damage">damage</span> done, <span class="aq-heal">healing</span> done, <span class="aq-defense">defense</span> , <span class="aq-crit">critical</span> chance and <span class="aq-crit">critical modifier</span> by <span class="aq-all-stats">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base bonus to all stats is 6% and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Bonus to All Stats
|-
| 0 || +6%
|-
| 1 || +8%
|-
| 2 || +10%
|-
| 3 || +12%
|}
===Recharge===
'''Recharge''' instantly reduces the current cooldowns on all of your skills, allowing you to use them again sooner.
* '''In-game Description:''' Reduces all your skill <span class="aq-cooldown">cooldowns</span> by <span class="aq-heal">${number}</span>.
====Scaling====
The base cooldown reduction is 2 turns and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Cooldown Reduction
|-
| 0 || 2 turns
|-
| 1 || 3 turns
|-
| 2 || 4 turns
|-
| 3 || 5 turns
|}
===Trap===
The '''Trap''' is a tactical item that damages the enemy based on their max life and guarantees they will be stunned on their next turn.
* '''In-game Description:''' Puts a <span class="aq-debuff">debuff</span> on the enemy that will <span class="aq-debuff">stun</span> them next turn, and inflicts them damage equal to <span class="aq-damage">${number}%</span> of their total life.
====Scaling====
The base damage is 4% of the enemy's max life and increases by 2% for each rank. The stun is guaranteed for the next turn regardless of rank.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Lucky Charm===
A powerful defensive item, the '''Lucky Charm''' cleanses one debuff and provides a small heal. Its unique strength lies in its ability to remove even "unremovable" debuffs.
* '''In-game Description:''' <span class="aq-cure">Cures</span> you of <span class="">1</span> <span class="aq-debuff">debuff</span> ( even an <span class="aq-debuff">unremovable</span> one ) and <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life.
====Scaling====
The healing is 4% at base and increases by 2% per rank. The cleanse effect is fixed at 1 debuff.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Cursed Relic===
The offensive counterpart to the Lucky Charm, the '''Cursed Relic''' removes one of the enemy's buffs and deals damage. It can uniquely remove "unremovable" buffs.
* '''In-game Description:''' <span class="aq-debuff">Removes</span> <span class="">1</span> <span class="aq-buff">buff</span> from the enemy ( even an <span class="aq-debuff">unremovable</span> one ) and inflicts them damage equal to <span class="aq-damage">${number}%</span> of their total life.
====Scaling====
The base damage is 4% of the enemy's max life and increases by 2% for each rank. The buff removal is fixed at 1.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Lifesteal Potion===
The '''Lifesteal Potion''' simultaneously damages the enemy and heals you, with the amount based on the enemy's maximum life. It cannot be used to kill an enemy.
* '''In-game Description:''' Steals <span class="aq-heal">${number}%</span> of enemy's life. This item <span class="aq-debuff">can't</span> kill the enemy.
====Scaling====
The base lifesteal amount is 8% of the enemy's max life and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Life Stolen
|-
| 0 || 8%
|-
| 1 || 10%
|-
| 2 || 12%
|-
| 3 || 14%
|}
===Shield Potion===
The '''Shield Potion''' grants a temporary shield that absorbs a set amount of damage, based on your own maximum life.
* '''In-game Description:''' Puts a <span class="aq-buff">buff</span> on you that <span class="aq-defense">absorbs</span> damage equal to <span class="aq-defense">${number}%</span> of your total life. Lasts for <span class="aq-buff">3</span> turns.
====Scaling====
The base shield strength is 18% of your max life and increases by 2% for each rank. The shield persists for up to 3 turns or until it is broken.
{| class="wikitable"
! Rank !! Shield Strength
|-
| 0 || 18%
|-
| 1 || 20%
|-
| 2 || 22%
|-
| 3 || 24%
|}
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text/x-wiki
==Item Ranks==
Items can be randomly found with a Rank from 0 to 3. The rank of an item determines its power, with higher ranks providing stronger effects. The [[Item Rank Boost]] can be purchased to increase an item's current rank by 1.
<!--
Note to Wiki Editors:
The span classes used below (e.g., "aq-heal", "aq-damage") are placeholders.
To match the in-game colors, you should add definitions to your wiki's MediaWiki:Common.css page. For example:
.aq-heal { color: greenyellow; font-weight: bold; }
.aq-damage { color: orange; font-weight: bold; }
.aq-buff { color: lightskyblue; font-weight: bold; }
.aq-debuff { color: red; font-weight: bold; }
...and so on.
-->
==Items Quick Reference==
{| class="wikitable sortable"
! Icon
! Name
! ID
! Effect Summary
! Scaling Formula
! Duration / Notes
|-
| {{Icon|Health Potion}} || [[#Health Potion|Health Potion]] || <code>-1.001</code> || Instantly heals a percentage of your life. || 18% + (2% per Rank) || Instant
|-
| {{Icon|Life Potion}} || [[#Life Potion|Life Potion]] || <code>-1.002</code> || Heals a percentage of your life over time. || 18% + (3% per Rank) || 3 turns
|-
| {{Icon|Unstable Potion}} || [[#Unstable Potion|Unstable Potion]] || <code>-1.003</code> || Instantly heals a small amount and grants energy. || 6% + (2% per Rank) || Instant
|-
| {{Icon|Azmar Cofee}} || [[#Azmar Cofee|Azmar Cofee]] || <code>-1.004</code> || Instantly grants energy. || 1 + (1 per Rank) || Instant
|-
| {{Icon|Chemical Spray}} || [[#Chemical Spray|Chemical Spray]] || <code>-1.005</code> || Destroys enemy's energy. || 2 + (1 per Rank) || Instant
|-
| {{Icon|Paper Bomb}} || [[#Paper Bomb|Paper Bomb]] || <code>-1.006</code> || Deals instant percentage-based damage to the enemy. || 12% + (2% per Rank) || Cannot be lethal
|-
| {{Icon|Magnet Blast}} || [[#Magnet Blast|Magnet Blast]] || <code>-1.007</code> || Deals percentage-based damage to the enemy over time. || 12% + (3% per Rank) || 3 turns
|-
| {{Icon|Azmar Beer}} || [[#Azmar Beer|Azmar Beer]] || <code>-1.008</code> || Increases your critical modifier. || 40% + (10% per Rank) || 5 turns
|-
| {{Icon|Azmar Milk}} || [[#Azmar Milk|Azmar Milk]] || <code>-1.009</code> || Increases your defense. || 15% + (3% per Rank) || 5 turns
|-
| {{Icon|Rare Weed}} || [[#Rare Weed|Rare Weed]] || <code>-1.010</code> || Increases your critical chance. || 20% + (5% per Rank) || 5 turns
|-
| {{Icon|Supplements}} || [[#Supplements|Supplements]] || <code>-1.011</code> || Increases your healing done. || 20% + (5% per Rank) || 5 turns
|-
| {{Icon|Steroids}} || [[#Steroids|Steroids]] || <code>-1.012</code> || Increases your damage done. || 20% + (5% per Rank) || 5 turns
|-
| {{Icon|Magic Shrooms}} || [[#Magic Shrooms|Magic Shrooms]] || <code>-1.013</code> || Increases all major combat stats. || 6% + (2% per Rank) || 5 turns
|-
| {{Icon|Recharge}} || [[#Recharge|Recharge]] || <code>-1.014</code> || Reduces all skill cooldowns. || 2 + (1 per Rank) || Instant
|-
| {{Icon|Trap}} || [[#Trap|Trap]] || <code>-1.015</code> || Deals percentage-based damage and stuns the enemy next turn. || 4% + (2% per Rank) || Stun on next turn
|-
| {{Icon|Lucky Charm}} || [[#Lucky Charm|Lucky Charm]] || <code>-1.016</code> || Cures a debuff and heals you. || 4% + (2% per Rank) || Cures unremovable debuffs
|-
| {{Icon|Cursed Relic}} || [[#Cursed Relic|Cursed Relic]] || <code>-1.017</code> || Removes an enemy buff and deals percentage-based damage. || 4% + (2% per Rank) || Removes unremovable buffs
|-
| {{Icon|Lifesteal Potion}} || [[#Lifesteal Potion|Lifesteal Potion]] || <code>-1.018</code> || Steals a percentage of the enemy's life. || 8% + (2% per Rank) || Cannot be lethal
|-
| {{Icon|Shield Potion}} || [[#Shield Potion|Shield Potion]] || <code>-1.019</code> || Grants a damage absorption shield. || 18% + (2% per Rank) || 3 turns
|}
==Detailed Item List==
===Health Potion===
The '''Health Potion''' is a basic consumable item that provides an instant burst of healing.
* '''In-game Description:''' Instantly <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life.
====Scaling====
The base healing is 18% and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 18%
|-
| 1 || 20%
|-
| 2 || 22%
|-
| 3 || 24%
|}
===Life Potion===
The '''Life Potion''' provides a heal-over-time effect, restoring health across multiple turns.
* '''In-game Description:''' <span class="aq-heal">Heals</span> you for <span class="aq-heal">${number}%</span> life over <span class="aq-buff">3</span> turns.
====Scaling====
The base total healing is 18% and increases by 3% for each rank. This total is distributed over 3 turns.
{| class="wikitable"
! Rank !! Total Healing
|-
| 0 || 18% (6% per turn)
|-
| 1 || 21% (7% per turn)
|-
| 2 || 24% (8% per turn)
|-
| 3 || 27% (9% per turn)
|}
===Unstable Potion===
The '''Unstable Potion''' offers a small instant heal and a point of energy, making it a versatile utility item.
* '''In-game Description:''' Instantly <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life and gives you <span class="aq-buff">1</span> energy.
====Scaling====
The healing is 6% at base and increases by 2% per rank. The energy gain is fixed at 1.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 6%
|-
| 1 || 8%
|-
| 2 || 10%
|-
| 3 || 12%
|}
===Azmar Cofee===
'''Azmar Cofee''' is a simple consumable that restores your energy, allowing for more frequent skill usage.
* '''In-game Description:''' A hot coffee that energises you with <span class="aq-buff">${number}</span> energy.
====Scaling====
The base energy gain is 1 and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Energy Gained
|-
| 0 || 1
|-
| 1 || 2
|-
| 2 || 3
|-
| 3 || 4
|}
===Chemical Spray===
'''Chemical Spray''' is an offensive item used to disrupt the enemy by destroying their energy.
* '''In-game Description:''' A harmful spray that destroys <span class="aq-debuff">${number}</span> enemy's energy.
====Scaling====
The base energy destruction is 2 and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Enemy Energy Destroyed
|-
| 0 || 2
|-
| 1 || 3
|-
| 2 || 4
|-
| 3 || 5
|}
===Paper Bomb===
The '''Paper Bomb''' deals a significant amount of instant damage based on the enemy's maximum health. However, it cannot deliver a killing blow.
* '''In-game Description:''' Deals damage to your enemy equal to <span class="aq-damage">${number}%</span> of their total life. It <span class="aq-debuff">can't</span> kill the enemy.
====Scaling====
The base damage is 12% of the enemy's max life and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 12%
|-
| 1 || 14%
|-
| 2 || 16%
|-
| 3 || 18%
|}
===Magnet Blast===
'''Magnet Blast''' applies a damage-over-time debuff to the enemy, chipping away at their health for 3 turns.
* '''In-game Description:''' Puts a <span class="aq-debuff">debuff</span> on the enemy that deals them damage equal to <span class="aq-damage">${number}%</span> of their total life over <span class="aq-buff">3</span> turns.
====Scaling====
The base total damage is 12% of the enemy's max life and increases by 3% for each rank. This total is distributed over 3 turns.
{| class="wikitable"
! Rank !! Total Damage
|-
| 0 || 12% (4% per turn)
|-
| 1 || 15% (5% per turn)
|-
| 2 || 18% (6% per turn)
|-
| 3 || 21% (7% per turn)
|}
===Azmar Beer===
'''Azmar Beer''' significantly boosts your critical modifier for 5 turns, making your critical hits much more devastating.
* '''In-game Description:''' Increases your <span class="aq-crit">critical modifier</span> by <span class="aq-crit">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base critical modifier increase is 40% and increases by 10% for each rank.
{| class="wikitable"
! Rank !! Critical Modifier Bonus
|-
| 0 || +40%
|-
| 1 || +50%
|-
| 2 || +60%
|-
| 3 || +70%
|}
===Azmar Milk===
'''Azmar Milk''' increases your defense for 5 turns, reducing all incoming damage.
* '''In-game Description:''' Increases your <span class="aq-defense">defense</span> by <span class="aq-defense">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base defense increase is 15% and increases by 3% for each rank.
{| class="wikitable"
! Rank !! Defense Bonus
|-
| 0 || +15%
|-
| 1 || +18%
|-
| 2 || +21%
|-
| 3 || +24%
|}
===Rare Weed===
'''Rare Weed''' increases your chance to land a critical hit for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-crit">critical</span> chance by <span class="aq-crit">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base critical chance increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Critical Chance Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Supplements===
'''Supplements''' boost the effectiveness of all your healing abilities and items for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-heal">healing</span> done by <span class="aq-heal">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base healing increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Healing Done Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Steroids===
'''Steroids''' boost the effectiveness of all your damage-dealing abilities and items for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-hero-damage">damage</span> done by <span class="aq-hero-damage">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base damage increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Damage Done Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Magic Shrooms===
'''Magic Shrooms''' are a powerful, rare consumable that provides a small boost to all major combat stats simultaneously for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-hero-damage">damage</span> done, <span class="aq-heal">healing</span> done, <span class="aq-defense">defense</span> , <span class="aq-crit">critical</span> chance and <span class="aq-crit">critical modifier</span> by <span class="aq-all-stats">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base bonus to all stats is 6% and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Bonus to All Stats
|-
| 0 || +6%
|-
| 1 || +8%
|-
| 2 || +10%
|-
| 3 || +12%
|}
===Recharge===
'''Recharge''' instantly reduces the current cooldowns on all of your skills, allowing you to use them again sooner.
* '''In-game Description:''' Reduces all your skill <span class="aq-cooldown">cooldowns</span> by <span class="aq-heal">${number}</span>.
====Scaling====
The base cooldown reduction is 2 turns and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Cooldown Reduction
|-
| 0 || 2 turns
|-
| 1 || 3 turns
|-
| 2 || 4 turns
|-
| 3 || 5 turns
|}
===Trap===
The '''Trap''' is a tactical item that damages the enemy based on their max life and guarantees they will be stunned on their next turn.
* '''In-game Description:''' Puts a <span class="aq-debuff">debuff</span> on the enemy that will <span class="aq-debuff">stun</span> them next turn, and inflicts them damage equal to <span class="aq-damage">${number}%</span> of their total life.
====Scaling====
The base damage is 4% of the enemy's max life and increases by 2% for each rank. The stun is guaranteed for the next turn regardless of rank.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Lucky Charm===
A powerful defensive item, the '''Lucky Charm''' cleanses one debuff and provides a small heal. Its unique strength lies in its ability to remove even "unremovable" debuffs.
* '''In-game Description:''' <span class="aq-cure">Cures</span> you of <span class="">1</span> <span class="aq-debuff">debuff</span> ( even an <span class="aq-debuff">unremovable</span> one ) and <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life.
====Scaling====
The healing is 4% at base and increases by 2% per rank. The cleanse effect is fixed at 1 debuff.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Cursed Relic===
The offensive counterpart to the Lucky Charm, the '''Cursed Relic''' removes one of the enemy's buffs and deals damage. It can uniquely remove "unremovable" buffs.
* '''In-game Description:''' <span class="aq-debuff">Removes</span> <span class="">1</span> <span class="aq-buff">buff</span> from the enemy ( even an <span class="aq-debuff">unremovable</span> one ) and inflicts them damage equal to <span class="aq-damage">${number}%</span> of their total life.
====Scaling====
The base damage is 4% of the enemy's max life and increases by 2% for each rank. The buff removal is fixed at 1.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Lifesteal Potion===
The '''Lifesteal Potion''' simultaneously damages the enemy and heals you, with the amount based on the enemy's maximum life. It cannot be used to kill an enemy.
* '''In-game Description:''' Steals <span class="aq-heal">${number}%</span> of enemy's life. This item <span class="aq-debuff">can't</span> kill the enemy.
====Scaling====
The base lifesteal amount is 8% of the enemy's max life and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Life Stolen
|-
| 0 || 8%
|-
| 1 || 10%
|-
| 2 || 12%
|-
| 3 || 14%
|}
===Shield Potion===
The '''Shield Potion''' grants a temporary shield that absorbs a set amount of damage, based on your own maximum life.
* '''In-game Description:''' Puts a <span class="aq-buff">buff</span> on you that <span class="aq-defense">absorbs</span> damage equal to <span class="aq-defense">${number}%</span> of your total life. Lasts for <span class="aq-buff">3</span> turns.
====Scaling====
The base shield strength is 18% of your max life and increases by 2% for each rank. The shield persists for up to 3 turns or until it is broken.
{| class="wikitable"
! Rank !! Shield Strength
|-
| 0 || 18%
|-
| 1 || 20%
|-
| 2 || 22%
|-
| 3 || 24%
|}
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==Item Ranks==
Items can be randomly found with a Rank from 0 to 3. The rank of an item determines its power, with higher ranks providing stronger effects. The [[Item Rank Boost]] can be purchased to increase an item's current rank by 1.
<!--
Note to Wiki Editors:
The span classes used below (e.g., "aq-heal", "aq-damage") are placeholders.
To match the in-game colors, you should add definitions to your wiki's MediaWiki:Common.css page. For example:
.aq-heal { color: greenyellow; font-weight: bold; }
.aq-damage { color: orange; font-weight: bold; }
.aq-buff { color: lightskyblue; font-weight: bold; }
.aq-debuff { color: red; font-weight: bold; }
...and so on.
-->
==Items Quick Reference==
{| class="wikitable sortable"
! Name
! Effect Summary
! Scaling Formula
! Duration / Notes
|-
| [[#Health Potion|Health Potion]] || Instantly heals a percentage of your life. || 18% + (2% per Rank) || Instant
|-
| [[#Life Potion|Life Potion]] || Heals a percentage of your life over time. || 18% + (3% per Rank) || 3 turns
|-
| [[#Unstable Potion|Unstable Potion]] || Instantly heals a small amount and grants energy. || 6% + (2% per Rank) || Instant
|-
| [[#Azmar Cofee|Azmar Cofee]] || Instantly grants energy. || 1 + (1 per Rank) || Instant
|-
| [[#Chemical Spray|Chemical Spray]] || Destroys enemy's energy. || 2 + (1 per Rank) || Instant
|-
| [[#Paper Bomb|Paper Bomb]] || Deals instant percentage-based damage to the enemy. || 12% + (2% per Rank) || Cannot be lethal
|-
| [[#Magnet Blast|Magnet Blast]] || Deals percentage-based damage to the enemy over time. || 12% + (3% per Rank) || 3 turns
|-
| [[#Azmar Beer|Azmar Beer]] || Increases your critical modifier. || 40% + (10% per Rank) || 5 turns
|-
| [[#Azmar Milk|Azmar Milk]] || Increases your defense. || 15% + (3% per Rank) || 5 turns
|-
| [[#Rare Weed|Rare Weed]] || Increases your critical chance. || 20% + (5% per Rank) || 5 turns
|-
| [[#Supplements|Supplements]] || Increases your healing done. || 20% + (5% per Rank) || 5 turns
|-
| [[#Steroids|Steroids]] || Increases your damage done. || 20% + (5% per Rank) || 5 turns
|-
| [[#Magic Shrooms|Magic Shrooms]] || Increases all major combat stats. || 6% + (2% per Rank) || 5 turns
|-
| [[#Recharge|Recharge]] || Reduces all skill cooldowns. || 2 + (1 per Rank) || Instant
|-
| [[#Trap|Trap]] || Deals percentage-based damage and stuns the enemy next turn. || 4% + (2% per Rank) || Stun on next turn
|-
| [[#Lucky Charm|Lucky Charm]] || Cures a debuff and heals you. || 4% + (2% per Rank) || Cures unremovable debuffs
|-
| [[#Cursed Relic|Cursed Relic]] || Removes an enemy buff and deals percentage-based damage. || 4% + (2% per Rank) || Removes unremovable buffs
|-
| [[#Lifesteal Potion|Lifesteal Potion]] || Steals a percentage of the enemy's life. || 8% + (2% per Rank) || Cannot be lethal
|-
| [[#Shield Potion|Shield Potion]] || Grants a damage absorption shield. || 18% + (2% per Rank) || 3 turns
|}
==Detailed Item List==
===Health Potion===
The '''Health Potion''' is a basic consumable item that provides an instant burst of healing.
* '''In-game Description:''' Instantly <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life.
====Scaling====
The base healing is 18% and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 18%
|-
| 1 || 20%
|-
| 2 || 22%
|-
| 3 || 24%
|}
===Life Potion===
The '''Life Potion''' provides a heal-over-time effect, restoring health across multiple turns.
* '''In-game Description:''' <span class="aq-heal">Heals</span> you for <span class="aq-heal">${number}%</span> life over <span class="aq-buff">3</span> turns.
====Scaling====
The base total healing is 18% and increases by 3% for each rank. This total is distributed over 3 turns.
{| class="wikitable"
! Rank !! Total Healing
|-
| 0 || 18% (6% per turn)
|-
| 1 || 21% (7% per turn)
|-
| 2 || 24% (8% per turn)
|-
| 3 || 27% (9% per turn)
|}
===Unstable Potion===
The '''Unstable Potion''' offers a small instant heal and a point of energy, making it a versatile utility item.
* '''In-game Description:''' Instantly <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life and gives you <span class="aq-buff">1</span> energy.
====Scaling====
The healing is 6% at base and increases by 2% per rank. The energy gain is fixed at 1.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 6%
|-
| 1 || 8%
|-
| 2 || 10%
|-
| 3 || 12%
|}
===Azmar Cofee===
'''Azmar Cofee''' is a simple consumable that restores your energy, allowing for more frequent skill usage.
* '''In-game Description:''' A hot coffee that energises you with <span class="aq-buff">${number}</span> energy.
====Scaling====
The base energy gain is 1 and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Energy Gained
|-
| 0 || 1
|-
| 1 || 2
|-
| 2 || 3
|-
| 3 || 4
|}
===Chemical Spray===
'''Chemical Spray''' is an offensive item used to disrupt the enemy by destroying their energy.
* '''In-game Description:''' A harmful spray that destroys <span class="aq-debuff">${number}</span> enemy's energy.
====Scaling====
The base energy destruction is 2 and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Enemy Energy Destroyed
|-
| 0 || 2
|-
| 1 || 3
|-
| 2 || 4
|-
| 3 || 5
|}
===Paper Bomb===
The '''Paper Bomb''' deals a significant amount of instant damage based on the enemy's maximum health. However, it cannot deliver a killing blow.
* '''In-game Description:''' Deals damage to your enemy equal to <span class="aq-damage">${number}%</span> of their total life. It <span class="aq-debuff">can't</span> kill the enemy.
====Scaling====
The base damage is 12% of the enemy's max life and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 12%
|-
| 1 || 14%
|-
| 2 || 16%
|-
| 3 || 18%
|}
===Magnet Blast===
'''Magnet Blast''' applies a damage-over-time debuff to the enemy, chipping away at their health for 3 turns.
* '''In-game Description:''' Puts a <span class="aq-debuff">debuff</span> on the enemy that deals them damage equal to <span class="aq-damage">${number}%</span> of their total life over <span class="aq-buff">3</span> turns.
====Scaling====
The base total damage is 12% of the enemy's max life and increases by 3% for each rank. This total is distributed over 3 turns.
{| class="wikitable"
! Rank !! Total Damage
|-
| 0 || 12% (4% per turn)
|-
| 1 || 15% (5% per turn)
|-
| 2 || 18% (6% per turn)
|-
| 3 || 21% (7% per turn)
|}
===Azmar Beer===
'''Azmar Beer''' significantly boosts your critical modifier for 5 turns, making your critical hits much more devastating.
* '''In-game Description:''' Increases your <span class="aq-crit">critical modifier</span> by <span class="aq-crit">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base critical modifier increase is 40% and increases by 10% for each rank.
{| class="wikitable"
! Rank !! Critical Modifier Bonus
|-
| 0 || +40%
|-
| 1 || +50%
|-
| 2 || +60%
|-
| 3 || +70%
|}
===Azmar Milk===
'''Azmar Milk''' increases your defense for 5 turns, reducing all incoming damage.
* '''In-game Description:''' Increases your <span class="aq-defense">defense</span> by <span class="aq-defense">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base defense increase is 15% and increases by 3% for each rank.
{| class="wikitable"
! Rank !! Defense Bonus
|-
| 0 || +15%
|-
| 1 || +18%
|-
| 2 || +21%
|-
| 3 || +24%
|}
===Rare Weed===
'''Rare Weed''' increases your chance to land a critical hit for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-crit">critical</span> chance by <span class="aq-crit">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base critical chance increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Critical Chance Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Supplements===
'''Supplements''' boost the effectiveness of all your healing abilities and items for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-heal">healing</span> done by <span class="aq-heal">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base healing increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Healing Done Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Steroids===
'''Steroids''' boost the effectiveness of all your damage-dealing abilities and items for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-hero-damage">damage</span> done by <span class="aq-hero-damage">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base damage increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Damage Done Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Magic Shrooms===
'''Magic Shrooms''' are a powerful, rare consumable that provides a small boost to all major combat stats simultaneously for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-hero-damage">damage</span> done, <span class="aq-heal">healing</span> done, <span class="aq-defense">defense</span> , <span class="aq-crit">critical</span> chance and <span class="aq-crit">critical modifier</span> by <span class="aq-all-stats">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base bonus to all stats is 6% and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Bonus to All Stats
|-
| 0 || +6%
|-
| 1 || +8%
|-
| 2 || +10%
|-
| 3 || +12%
|}
===Recharge===
'''Recharge''' instantly reduces the current cooldowns on all of your skills, allowing you to use them again sooner.
* '''In-game Description:''' Reduces all your skill <span class="aq-cooldown">cooldowns</span> by <span class="aq-heal">${number}</span>.
====Scaling====
The base cooldown reduction is 2 turns and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Cooldown Reduction
|-
| 0 || 2 turns
|-
| 1 || 3 turns
|-
| 2 || 4 turns
|-
| 3 || 5 turns
|}
===Trap===
The '''Trap''' is a tactical item that damages the enemy based on their max life and guarantees they will be stunned on their next turn.
* '''In-game Description:''' Puts a <span class="aq-debuff">debuff</span> on the enemy that will <span class="aq-debuff">stun</span> them next turn, and inflicts them damage equal to <span class="aq-damage">${number}%</span> of their total life.
====Scaling====
The base damage is 4% of the enemy's max life and increases by 2% for each rank. The stun is guaranteed for the next turn regardless of rank.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Lucky Charm===
A powerful defensive item, the '''Lucky Charm''' cleanses one debuff and provides a small heal. Its unique strength lies in its ability to remove even "unremovable" debuffs.
* '''In-game Description:''' <span class="aq-cure">Cures</span> you of <span class="">1</span> <span class="aq-debuff">debuff</span> ( even an <span class="aq-debuff">unremovable</span> one ) and <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life.
====Scaling====
The healing is 4% at base and increases by 2% per rank. The cleanse effect is fixed at 1 debuff.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Cursed Relic===
The offensive counterpart to the Lucky Charm, the '''Cursed Relic''' removes one of the enemy's buffs and deals damage. It can uniquely remove "unremovable" buffs.
* '''In-game Description:''' <span class="aq-debuff">Removes</span> <span class="">1</span> <span class="aq-buff">buff</span> from the enemy ( even an <span class="aq-debuff">unremovable</span> one ) and inflicts them damage equal to <span class="aq-damage">${number}%</span> of their total life.
====Scaling====
The base damage is 4% of the enemy's max life and increases by 2% for each rank. The buff removal is fixed at 1.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Lifesteal Potion===
The '''Lifesteal Potion''' simultaneously damages the enemy and heals you, with the amount based on the enemy's maximum life. It cannot be used to kill an enemy.
* '''In-game Description:''' Steals <span class="aq-heal">${number}%</span> of enemy's life. This item <span class="aq-debuff">can't</span> kill the enemy.
====Scaling====
The base lifesteal amount is 8% of the enemy's max life and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Life Stolen
|-
| 0 || 8%
|-
| 1 || 10%
|-
| 2 || 12%
|-
| 3 || 14%
|}
===Shield Potion===
The '''Shield Potion''' grants a temporary shield that absorbs a set amount of damage, based on your own maximum life.
* '''In-game Description:''' Puts a <span class="aq-buff">buff</span> on you that <span class="aq-defense">absorbs</span> damage equal to <span class="aq-defense">${number}%</span> of your total life. Lasts for <span class="aq-buff">3</span> turns.
====Scaling====
The base shield strength is 18% of your max life and increases by 2% for each rank. The shield persists for up to 3 turns or until it is broken.
{| class="wikitable"
! Rank !! Shield Strength
|-
| 0 || 18%
|-
| 1 || 20%
|-
| 2 || 22%
|-
| 3 || 24%
|}
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==Item Ranks==
Items can be randomly found with a Rank from 0 to 3. The rank of an item determines its power, with higher ranks providing stronger effects. The '''Item Rank Boost''' can be purchased to increase an item's current rank by 1.
<!--
Note to Wiki Editors:
The span classes used below (e.g., "aq-heal", "aq-damage") are placeholders.
To match the in-game colors, you should add definitions to your wiki's MediaWiki:Common.css page. For example:
.aq-heal { color: greenyellow; font-weight: bold; }
.aq-damage { color: orange; font-weight: bold; }
.aq-buff { color: lightskyblue; font-weight: bold; }
.aq-debuff { color: red; font-weight: bold; }
...and so on.
-->
==Items Quick Reference==
{| class="wikitable sortable"
! Name
! Effect Summary
! Scaling Formula
! Duration / Notes
|-
| [[#Health Potion|Health Potion]] || Instantly heals a percentage of your life. || 18% + (2% per Rank) || Instant
|-
| [[#Life Potion|Life Potion]] || Heals a percentage of your life over time. || 18% + (3% per Rank) || 3 turns
|-
| [[#Unstable Potion|Unstable Potion]] || Instantly heals a small amount and grants energy. || 6% + (2% per Rank) || Instant
|-
| [[#Azmar Cofee|Azmar Cofee]] || Instantly grants energy. || 1 + (1 per Rank) || Instant
|-
| [[#Chemical Spray|Chemical Spray]] || Destroys enemy's energy. || 2 + (1 per Rank) || Instant
|-
| [[#Paper Bomb|Paper Bomb]] || Deals instant percentage-based damage to the enemy. || 12% + (2% per Rank) || Cannot be lethal
|-
| [[#Magnet Blast|Magnet Blast]] || Deals percentage-based damage to the enemy over time. || 12% + (3% per Rank) || 3 turns
|-
| [[#Azmar Beer|Azmar Beer]] || Increases your critical modifier. || 40% + (10% per Rank) || 5 turns
|-
| [[#Azmar Milk|Azmar Milk]] || Increases your defense. || 15% + (3% per Rank) || 5 turns
|-
| [[#Rare Weed|Rare Weed]] || Increases your critical chance. || 20% + (5% per Rank) || 5 turns
|-
| [[#Supplements|Supplements]] || Increases your healing done. || 20% + (5% per Rank) || 5 turns
|-
| [[#Steroids|Steroids]] || Increases your damage done. || 20% + (5% per Rank) || 5 turns
|-
| [[#Magic Shrooms|Magic Shrooms]] || Increases all major combat stats. || 6% + (2% per Rank) || 5 turns
|-
| [[#Recharge|Recharge]] || Reduces all skill cooldowns. || 2 + (1 per Rank) || Instant
|-
| [[#Trap|Trap]] || Deals percentage-based damage and stuns the enemy next turn. || 4% + (2% per Rank) || Stun on next turn
|-
| [[#Lucky Charm|Lucky Charm]] || Cures a debuff and heals you. || 4% + (2% per Rank) || Cures unremovable debuffs
|-
| [[#Cursed Relic|Cursed Relic]] || Removes an enemy buff and deals percentage-based damage. || 4% + (2% per Rank) || Removes unremovable buffs
|-
| [[#Lifesteal Potion|Lifesteal Potion]] || Steals a percentage of the enemy's life. || 8% + (2% per Rank) || Cannot be lethal
|-
| [[#Shield Potion|Shield Potion]] || Grants a damage absorption shield. || 18% + (2% per Rank) || 3 turns
|}
==Detailed Item List==
===Health Potion===
The '''Health Potion''' is a basic consumable item that provides an instant burst of healing.
* '''In-game Description:''' Instantly <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life.
====Scaling====
The base healing is 18% and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 18%
|-
| 1 || 20%
|-
| 2 || 22%
|-
| 3 || 24%
|}
===Life Potion===
The '''Life Potion''' provides a heal-over-time effect, restoring health across multiple turns.
* '''In-game Description:''' <span class="aq-heal">Heals</span> you for <span class="aq-heal">${number}%</span> life over <span class="aq-buff">3</span> turns.
====Scaling====
The base total healing is 18% and increases by 3% for each rank. This total is distributed over 3 turns.
{| class="wikitable"
! Rank !! Total Healing
|-
| 0 || 18% (6% per turn)
|-
| 1 || 21% (7% per turn)
|-
| 2 || 24% (8% per turn)
|-
| 3 || 27% (9% per turn)
|}
===Unstable Potion===
The '''Unstable Potion''' offers a small instant heal and a point of energy, making it a versatile utility item.
* '''In-game Description:''' Instantly <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life and gives you <span class="aq-buff">1</span> energy.
====Scaling====
The healing is 6% at base and increases by 2% per rank. The energy gain is fixed at 1.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 6%
|-
| 1 || 8%
|-
| 2 || 10%
|-
| 3 || 12%
|}
===Azmar Cofee===
'''Azmar Cofee''' is a simple consumable that restores your energy, allowing for more frequent skill usage.
* '''In-game Description:''' A hot coffee that energises you with <span class="aq-buff">${number}</span> energy.
====Scaling====
The base energy gain is 1 and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Energy Gained
|-
| 0 || 1
|-
| 1 || 2
|-
| 2 || 3
|-
| 3 || 4
|}
===Chemical Spray===
'''Chemical Spray''' is an offensive item used to disrupt the enemy by destroying their energy.
* '''In-game Description:''' A harmful spray that destroys <span class="aq-debuff">${number}</span> enemy's energy.
====Scaling====
The base energy destruction is 2 and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Enemy Energy Destroyed
|-
| 0 || 2
|-
| 1 || 3
|-
| 2 || 4
|-
| 3 || 5
|}
===Paper Bomb===
The '''Paper Bomb''' deals a significant amount of instant damage based on the enemy's maximum health. However, it cannot deliver a killing blow.
* '''In-game Description:''' Deals damage to your enemy equal to <span class="aq-damage">${number}%</span> of their total life. It <span class="aq-debuff">can't</span> kill the enemy.
====Scaling====
The base damage is 12% of the enemy's max life and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 12%
|-
| 1 || 14%
|-
| 2 || 16%
|-
| 3 || 18%
|}
===Magnet Blast===
'''Magnet Blast''' applies a damage-over-time debuff to the enemy, chipping away at their health for 3 turns.
* '''In-game Description:''' Puts a <span class="aq-debuff">debuff</span> on the enemy that deals them damage equal to <span class="aq-damage">${number}%</span> of their total life over <span class="aq-buff">3</span> turns.
====Scaling====
The base total damage is 12% of the enemy's max life and increases by 3% for each rank. This total is distributed over 3 turns.
{| class="wikitable"
! Rank !! Total Damage
|-
| 0 || 12% (4% per turn)
|-
| 1 || 15% (5% per turn)
|-
| 2 || 18% (6% per turn)
|-
| 3 || 21% (7% per turn)
|}
===Azmar Beer===
'''Azmar Beer''' significantly boosts your critical modifier for 5 turns, making your critical hits much more devastating.
* '''In-game Description:''' Increases your <span class="aq-crit">critical modifier</span> by <span class="aq-crit">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base critical modifier increase is 40% and increases by 10% for each rank.
{| class="wikitable"
! Rank !! Critical Modifier Bonus
|-
| 0 || +40%
|-
| 1 || +50%
|-
| 2 || +60%
|-
| 3 || +70%
|}
===Azmar Milk===
'''Azmar Milk''' increases your defense for 5 turns, reducing all incoming damage.
* '''In-game Description:''' Increases your <span class="aq-defense">defense</span> by <span class="aq-defense">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base defense increase is 15% and increases by 3% for each rank.
{| class="wikitable"
! Rank !! Defense Bonus
|-
| 0 || +15%
|-
| 1 || +18%
|-
| 2 || +21%
|-
| 3 || +24%
|}
===Rare Weed===
'''Rare Weed''' increases your chance to land a critical hit for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-crit">critical</span> chance by <span class="aq-crit">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base critical chance increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Critical Chance Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Supplements===
'''Supplements''' boost the effectiveness of all your healing abilities and items for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-heal">healing</span> done by <span class="aq-heal">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base healing increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Healing Done Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Steroids===
'''Steroids''' boost the effectiveness of all your damage-dealing abilities and items for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-hero-damage">damage</span> done by <span class="aq-hero-damage">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base damage increase is 20% and increases by 5% for each rank.
{| class="wikitable"
! Rank !! Damage Done Bonus
|-
| 0 || +20%
|-
| 1 || +25%
|-
| 2 || +30%
|-
| 3 || +35%
|}
===Magic Shrooms===
'''Magic Shrooms''' are a powerful, rare consumable that provides a small boost to all major combat stats simultaneously for 5 turns.
* '''In-game Description:''' Increases your <span class="aq-hero-damage">damage</span> done, <span class="aq-heal">healing</span> done, <span class="aq-defense">defense</span> , <span class="aq-crit">critical</span> chance and <span class="aq-crit">critical modifier</span> by <span class="aq-all-stats">${number}%</span> for <span class="aq-buff">5</span> turns.
====Scaling====
The base bonus to all stats is 6% and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Bonus to All Stats
|-
| 0 || +6%
|-
| 1 || +8%
|-
| 2 || +10%
|-
| 3 || +12%
|}
===Recharge===
'''Recharge''' instantly reduces the current cooldowns on all of your skills, allowing you to use them again sooner.
* '''In-game Description:''' Reduces all your skill <span class="aq-cooldown">cooldowns</span> by <span class="aq-heal">${number}</span>.
====Scaling====
The base cooldown reduction is 2 turns and increases by 1 for each rank.
{| class="wikitable"
! Rank !! Cooldown Reduction
|-
| 0 || 2 turns
|-
| 1 || 3 turns
|-
| 2 || 4 turns
|-
| 3 || 5 turns
|}
===Trap===
The '''Trap''' is a tactical item that damages the enemy based on their max life and guarantees they will be stunned on their next turn.
* '''In-game Description:''' Puts a <span class="aq-debuff">debuff</span> on the enemy that will <span class="aq-debuff">stun</span> them next turn, and inflicts them damage equal to <span class="aq-damage">${number}%</span> of their total life.
====Scaling====
The base damage is 4% of the enemy's max life and increases by 2% for each rank. The stun is guaranteed for the next turn regardless of rank.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Lucky Charm===
A powerful defensive item, the '''Lucky Charm''' cleanses one debuff and provides a small heal. Its unique strength lies in its ability to remove even "unremovable" debuffs.
* '''In-game Description:''' <span class="aq-cure">Cures</span> you of <span class="">1</span> <span class="aq-debuff">debuff</span> ( even an <span class="aq-debuff">unremovable</span> one ) and <span class="aq-heal">heals</span> you for <span class="aq-heal">${number}%</span> life.
====Scaling====
The healing is 4% at base and increases by 2% per rank. The cleanse effect is fixed at 1 debuff.
{| class="wikitable"
! Rank !! Healing Amount
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Cursed Relic===
The offensive counterpart to the Lucky Charm, the '''Cursed Relic''' removes one of the enemy's buffs and deals damage. It can uniquely remove "unremovable" buffs.
* '''In-game Description:''' <span class="aq-debuff">Removes</span> <span class="">1</span> <span class="aq-buff">buff</span> from the enemy ( even an <span class="aq-debuff">unremovable</span> one ) and inflicts them damage equal to <span class="aq-damage">${number}%</span> of their total life.
====Scaling====
The base damage is 4% of the enemy's max life and increases by 2% for each rank. The buff removal is fixed at 1.
{| class="wikitable"
! Rank !! Damage Dealt
|-
| 0 || 4%
|-
| 1 || 6%
|-
| 2 || 8%
|-
| 3 || 10%
|}
===Lifesteal Potion===
The '''Lifesteal Potion''' simultaneously damages the enemy and heals you, with the amount based on the enemy's maximum life. It cannot be used to kill an enemy.
* '''In-game Description:''' Steals <span class="aq-heal">${number}%</span> of enemy's life. This item <span class="aq-debuff">can't</span> kill the enemy.
====Scaling====
The base lifesteal amount is 8% of the enemy's max life and increases by 2% for each rank.
{| class="wikitable"
! Rank !! Life Stolen
|-
| 0 || 8%
|-
| 1 || 10%
|-
| 2 || 12%
|-
| 3 || 14%
|}
===Shield Potion===
The '''Shield Potion''' grants a temporary shield that absorbs a set amount of damage, based on your own maximum life.
* '''In-game Description:''' Puts a <span class="aq-buff">buff</span> on you that <span class="aq-defense">absorbs</span> damage equal to <span class="aq-defense">${number}%</span> of your total life. Lasts for <span class="aq-buff">3</span> turns.
====Scaling====
The base shield strength is 18% of your max life and increases by 2% for each rank. The shield persists for up to 3 turns or until it is broken.
{| class="wikitable"
! Rank !! Shield Strength
|-
| 0 || 18%
|-
| 1 || 20%
|-
| 2 || 22%
|-
| 3 || 24%
|}
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Azmar Quest Wiki/pages
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YouTube Guide
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Created page with "Of course! This is a perfect use case for a wiki guide. A clear, helpful page can prevent a lot of headaches for both you and the content creators. Here is the guide formatted using wiki.gg's "edit source" conventions (MediaWiki markup). You can copy and paste this directly into the source editor of your new wiki page. Generated wikitext {{Note|This guide is intended for YouTubers, streamers, and other content creators who wish to create videos or streams of Azmar Ques..."
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Of course! This is a perfect use case for a wiki guide. A clear, helpful page can prevent a lot of headaches for both you and the content creators.
Here is the guide formatted using wiki.gg's "edit source" conventions (MediaWiki markup). You can copy and paste this directly into the source editor of your new wiki page.
Generated wikitext
{{Note|This guide is intended for YouTubers, streamers, and other content creators who wish to create videos or streams of Azmar Quest.}}
== A Guide for Content Creators ==
Hello, and thank you so much for your interest in creating content for Azmar Quest! We are thrilled to have you share your adventures with your community.
This page is a friendly guide to help you navigate the use of in-game music in your videos and streams, ensuring a smooth experience for everyone.
=== Understanding the Music in Azmar Quest ===
The immersive soundtrack of Azmar Quest features music from several talented artists, primarily under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. We have the proper licenses to use this music in the game.
However, some of these artists also use automated systems like '''YouTube's Content ID''' to protect their work.
==== What This Means for You ====
Because of YouTube's Content ID system, it's possible that when you upload a video of Azmar Quest, the system may automatically flag the music in your gameplay.
'''This is NOT a copyright strike.'''
It is typically a '''copyright claim'''. Here’s the difference:
* A '''Copyright Strike''' is a serious penalty against your channel.
* A '''Copyright Claim''' is much less severe. It usually means that the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
While this may not happen to every video, we want you to be prepared and have easy solutions to avoid or resolve any claims.
== How to Safely Create Content ==
You have a few simple options to ensure your videos are claim-free while still showcasing the game.
=== Option 1: Mute the Music ===
This is the quickest and simplest method. You can go into the in-game settings and turn the music volume down to 0. This guarantees no music-related Content ID claims. The downside is that you lose the atmospheric soundtrack, which is a big part of the game's experience.
=== Option 2 (Recommended): Add Attribution ===
This is the best option for everyone! By including music attribution in your video's description, you comply with the CC-BY 4.0 license, support the original artists, and can keep the fantastic in-game music for your viewers to enjoy. Providing proper credit should prevent claims, and if a claim does occur, it gives you solid grounds to dispute it.
To make it incredibly easy, we've created copy-and-paste attribution lists based on how far you've progressed in the game.
== Copy-and-Paste Attribution Lists ==
Simply copy the text from the relevant section below and paste it into your YouTube video description or as a chat command/panel on your stream.
=== For All Videos (Chapter 1 / General Gameplay) ===
If you are just starting out or only playing through the beginning of the game, this list should cover you.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
*''Note: The song "Pariah" by Scott Buckley is also used, but it's part of his royalty-free library that doesn't require attribution. We've omitted it to keep the list clean.''*
=== If You've Reached Chapter 2 ===
If your video includes content from Chapter 2 or later, use this list. It includes all previous music plus the new tracks from this chapter.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
If your video includes content from Chapter 3 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 or the Final Chapter ===
For content covering the later stages of the game, or if you want to be completely covered for a full playthrough, we recommend using the complete list.
=== Complete List (For Full Playthroughs or to be Safe) ===
Pasting this full list in your description will cover every piece of attributed music in the entire game.
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== What If I Still Get a Claim? ==
Don't panic! If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed.
Thank you again for creating content for Azmar Quest. We can't wait to see your adventures!
f1319e578bf31b50b509bd909eb5875808cf313c
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wikitext
text/x-wiki
{{Note|This guide is intended for YouTubers, streamers, and other content creators who wish to create videos or streams of Azmar Quest.}}
== A Guide for Content Creators ==
Hello, and thank you so much for your interest in creating content for Azmar Quest! We are thrilled to have you share your adventures with your community.
This page is a friendly guide to help you navigate the use of in-game music in your videos and streams, ensuring a smooth experience for everyone.
=== Understanding the Music in Azmar Quest ===
The immersive soundtrack of Azmar Quest features music from several talented artists, primarily under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. We have the proper licenses to use this music in the game.
However, some of these artists also use automated systems like '''YouTube's Content ID''' to protect their work.
==== What This Means for You ====
Because of YouTube's Content ID system, it's possible that when you upload a video of Azmar Quest, the system may automatically flag the music in your gameplay.
'''This is NOT a copyright strike.'''
It is typically a '''copyright claim'''. Here’s the difference:
* A '''Copyright Strike''' is a serious penalty against your channel.
* A '''Copyright Claim''' is much less severe. It usually means that the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
While this may not happen to every video, we want you to be prepared and have easy solutions to avoid or resolve any claims.
== How to Safely Create Content ==
You have a few simple options to ensure your videos are claim-free while still showcasing the game.
=== Option 1: Mute the Music ===
This is the quickest and simplest method. You can go into the in-game settings and turn the music volume down to 0. This guarantees no music-related Content ID claims. The downside is that you lose the atmospheric soundtrack, which is a big part of the game's experience.
=== Option 2 (Recommended): Add Attribution ===
This is the best option for everyone! By including music attribution in your video's description, you comply with the CC-BY 4.0 license, support the original artists, and can keep the fantastic in-game music for your viewers to enjoy. Providing proper credit should prevent claims, and if a claim does occur, it gives you solid grounds to dispute it.
To make it incredibly easy, we've created copy-and-paste attribution lists based on how far you've progressed in the game.
== Copy-and-Paste Attribution Lists ==
Simply copy the text from the relevant section below and paste it into your YouTube video description or as a chat command/panel on your stream.
=== For All Videos (Chapter 1 / General Gameplay) ===
If you are just starting out or only playing through the beginning of the game, this list should cover you.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
*''Note: The song "Pariah" by Scott Buckley is also used, but it's part of his royalty-free library that doesn't require attribution. We've omitted it to keep the list clean.''*
=== If You've Reached Chapter 2 ===
If your video includes content from Chapter 2 or later, use this list. It includes all previous music plus the new tracks from this chapter.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
If your video includes content from Chapter 3 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 or the Final Chapter ===
For content covering the later stages of the game, or if you want to be completely covered for a full playthrough, we recommend using the complete list.
=== Complete List (For Full Playthroughs or to be Safe) ===
Pasting this full list in your description will cover every piece of attributed music in the entire game.
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== What If I Still Get a Claim? ==
Don't panic! If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed.
Thank you again for creating content for Azmar Quest. We can't wait to see your adventures!
41c4587f49c74c1d2c4d592462cc64d1039bd3ce
430
429
2025-06-28T15:41:24Z
Zuppafiera
600604
wikitext
text/x-wiki
== A Guide for Content Creators ==
Hello, and thank you so much for your interest in creating content for Azmar Quest! We are thrilled to have you share your adventures with your community.
This page is a friendly guide to help you navigate the use of in-game music in your videos and streams, ensuring a smooth experience for everyone.
=== Understanding the Music in Azmar Quest ===
The immersive soundtrack of Azmar Quest features music from several talented artists, primarily under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. We have the proper licenses to use this music in the game.
However, some of these artists also use automated systems like '''YouTube's Content ID''' to protect their work.
==== What This Means for You ====
Because of YouTube's Content ID system, it's possible that when you upload a video of Azmar Quest, the system may automatically flag the music in your gameplay.
'''This is NOT a copyright strike.'''
It is typically a '''copyright claim'''. Here’s the difference:
* A '''Copyright Strike''' is a serious penalty against your channel.
* A '''Copyright Claim''' is much less severe. It usually means that the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
While this may not happen to every video, we want you to be prepared and have easy solutions to avoid or resolve any claims.
== How to Safely Create Content ==
You have a few simple options to ensure your videos are claim-free while still showcasing the game.
=== Option 1: Mute the Music ===
This is the quickest and simplest method. You can go into the in-game settings and turn the music volume down to 0. This guarantees no music-related Content ID claims. The downside is that you lose the atmospheric soundtrack, which is a big part of the game's experience.
=== Option 2 (Recommended): Add Attribution ===
This is the best option for everyone! By including music attribution in your video's description, you comply with the CC-BY 4.0 license, support the original artists, and can keep the fantastic in-game music for your viewers to enjoy. Providing proper credit should prevent claims, and if a claim does occur, it gives you solid grounds to dispute it.
To make it incredibly easy, we've created copy-and-paste attribution lists based on how far you've progressed in the game.
== Copy-and-Paste Attribution Lists ==
Simply copy the text from the relevant section below and paste it into your YouTube video description or as a chat command/panel on your stream.
=== For All Videos (Chapter 1 / General Gameplay) ===
If you are just starting out or only playing through the beginning of the game, this list should cover you.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
*''Note: The song "Pariah" by Scott Buckley is also used, but it's part of his royalty-free library that doesn't require attribution. We've omitted it to keep the list clean.''*
=== If You've Reached Chapter 2 ===
If your video includes content from Chapter 2 or later, use this list. It includes all previous music plus the new tracks from this chapter.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
If your video includes content from Chapter 3 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 or the Final Chapter ===
For content covering the later stages of the game, or if you want to be completely covered for a full playthrough, we recommend using the complete list.
=== Complete List (For Full Playthroughs or to be Safe) ===
Pasting this full list in your description will cover every piece of attributed music in the entire game.
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== What If I Still Get a Claim? ==
Don't panic! If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed.
Thank you again for creating content for Azmar Quest. We can't wait to see your adventures!
0b786386eeedac03c57048215081c199ce06fd9f
431
430
2025-06-28T15:41:56Z
Zuppafiera
600604
wikitext
text/x-wiki
== A Guide for Content Creators ==
Hello, and thank you so much for your interest in creating content for Azmar Quest!
This page is a friendly guide to help you navigate the use of in-game music in your videos and streams.
=== Understanding the Music in Azmar Quest ===
The immersive soundtrack of Azmar Quest features music from several talented artists, primarily under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. We have the proper licenses to use this music in the game.
However, some of these artists also use automated systems like '''YouTube's Content ID''' to protect their work.
==== What This Means for You ====
Because of YouTube's Content ID system, it's possible that when you upload a video of Azmar Quest, the system may automatically flag the music in your gameplay.
'''This is NOT a copyright strike.'''
It is typically a '''copyright claim'''. Here’s the difference:
* A '''Copyright Strike''' is a serious penalty against your channel.
* A '''Copyright Claim''' is much less severe. It usually means that the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
While this may not happen to every video, we want you to be prepared and have easy solutions to avoid or resolve any claims.
== How to Safely Create Content ==
You have a few simple options to ensure your videos are claim-free while still showcasing the game.
=== Option 1: Mute the Music ===
This is the quickest and simplest method. You can go into the in-game settings and turn the music volume down to 0. This guarantees no music-related Content ID claims. The downside is that you lose the atmospheric soundtrack, which is a big part of the game's experience.
=== Option 2 (Recommended): Add Attribution ===
This is the best option for everyone! By including music attribution in your video's description, you comply with the CC-BY 4.0 license, support the original artists, and can keep the fantastic in-game music for your viewers to enjoy. Providing proper credit should prevent claims, and if a claim does occur, it gives you solid grounds to dispute it.
To make it incredibly easy, we've created copy-and-paste attribution lists based on how far you've progressed in the game.
== Copy-and-Paste Attribution Lists ==
Simply copy the text from the relevant section below and paste it into your YouTube video description or as a chat command/panel on your stream.
=== For All Videos (Chapter 1 / General Gameplay) ===
If you are just starting out or only playing through the beginning of the game, this list should cover you.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
*''Note: The song "Pariah" by Scott Buckley is also used, but it's part of his royalty-free library that doesn't require attribution. We've omitted it to keep the list clean.''*
=== If You've Reached Chapter 2 ===
If your video includes content from Chapter 2 or later, use this list. It includes all previous music plus the new tracks from this chapter.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
If your video includes content from Chapter 3 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 or the Final Chapter ===
For content covering the later stages of the game, or if you want to be completely covered for a full playthrough, we recommend using the complete list.
=== Complete List (For Full Playthroughs or to be Safe) ===
Pasting this full list in your description will cover every piece of attributed music in the entire game.
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== What If I Still Get a Claim? ==
Don't panic! If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed.
Thank you again for creating content for Azmar Quest. We can't wait to see your adventures!
ae221ada4c5713565a6ba7cb50fca4f36db34316
432
431
2025-06-28T15:49:36Z
Zuppafiera
600604
wikitext
text/x-wiki
== A Guide for Content Creators ==
Hello, and thank you so much for your interest in creating content for Azmar Quest!
This page is a friendly guide to help you navigate the use of in-game music in your videos and streams.
=== Understanding the Music in Azmar Quest ===
The immersive soundtrack of Azmar Quest features music from several talented artists, primarily under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. We have the proper licenses to use this music in the game.
However, some of these artists also use automated systems like '''YouTube's Content ID''' to protect their work.
==== What This Means for You ====
Because of YouTube's Content ID system, it's possible that when you upload a video of Azmar Quest, the system may automatically flag the music in your gameplay.
'''This is NOT a copyright strike.'''
It is typically a '''copyright claim'''. Here’s the difference:
* A '''Copyright Strike''' is a serious penalty against your channel.
* A '''Copyright Claim''' is much less severe. It usually means that the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
While this may not happen to every video, we want you to be prepared and have easy solutions to avoid or resolve any claims.
== How to Safely Create Content ==
You have a few simple options to ensure your videos are claim-free while still showcasing the game.
=== Option 1: Mute the Music ===
This is the quickest and simplest method. You can go into the in-game settings and turn the music volume down to 0. This guarantees no music-related Content ID claims. The downside is that you lose the atmospheric soundtrack, which is a big part of the game's experience.
=== Option 2 (Recommended): Add Attribution ===
This is the best option for everyone! By including music attribution in your video's description, you comply with the CC-BY 4.0 license, support the original artists, and can keep the fantastic in-game music for your viewers to enjoy. Providing proper credit should prevent claims, and if a claim does occur, it gives you solid grounds to dispute it.
To make it incredibly easy, we've created copy-and-paste attribution lists based on how far you've progressed in the game.
== Copy-and-Paste Attribution Lists ==
Simply copy the text from the relevant section below and paste it into your YouTube video description or as a chat command/panel on your stream.
=== For All Videos (Chapter 1 / General Gameplay) ===
If you are just starting out or only playing through the beginning of the game, this list should cover you.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
If your video includes content from Chapter 2 or later, use this list. It includes all previous music plus the new tracks from this chapter.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
If your video includes content from Chapter 3 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
If your video includes content from Chapter 4 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
For content covering the final chapter, or if you want to be completely covered for a full playthrough, pasting this complete list in your description will cover every piece of attributed music in the entire game.
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== What If I Still Get a Claim? ==
Don't panic! If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed.
Thank you again for creating content for Azmar Quest. We can't wait to see your adventures!
a07e2d0a532edbe030c72ac3d6cfc2609488e8d8
433
432
2025-06-28T15:50:33Z
Zuppafiera
600604
/* What If I Still Get a Claim? */
wikitext
text/x-wiki
== A Guide for Content Creators ==
Hello, and thank you so much for your interest in creating content for Azmar Quest!
This page is a friendly guide to help you navigate the use of in-game music in your videos and streams.
=== Understanding the Music in Azmar Quest ===
The immersive soundtrack of Azmar Quest features music from several talented artists, primarily under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. We have the proper licenses to use this music in the game.
However, some of these artists also use automated systems like '''YouTube's Content ID''' to protect their work.
==== What This Means for You ====
Because of YouTube's Content ID system, it's possible that when you upload a video of Azmar Quest, the system may automatically flag the music in your gameplay.
'''This is NOT a copyright strike.'''
It is typically a '''copyright claim'''. Here’s the difference:
* A '''Copyright Strike''' is a serious penalty against your channel.
* A '''Copyright Claim''' is much less severe. It usually means that the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
While this may not happen to every video, we want you to be prepared and have easy solutions to avoid or resolve any claims.
== How to Safely Create Content ==
You have a few simple options to ensure your videos are claim-free while still showcasing the game.
=== Option 1: Mute the Music ===
This is the quickest and simplest method. You can go into the in-game settings and turn the music volume down to 0. This guarantees no music-related Content ID claims. The downside is that you lose the atmospheric soundtrack, which is a big part of the game's experience.
=== Option 2 (Recommended): Add Attribution ===
This is the best option for everyone! By including music attribution in your video's description, you comply with the CC-BY 4.0 license, support the original artists, and can keep the fantastic in-game music for your viewers to enjoy. Providing proper credit should prevent claims, and if a claim does occur, it gives you solid grounds to dispute it.
To make it incredibly easy, we've created copy-and-paste attribution lists based on how far you've progressed in the game.
== Copy-and-Paste Attribution Lists ==
Simply copy the text from the relevant section below and paste it into your YouTube video description or as a chat command/panel on your stream.
=== For All Videos (Chapter 1 / General Gameplay) ===
If you are just starting out or only playing through the beginning of the game, this list should cover you.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
If your video includes content from Chapter 2 or later, use this list. It includes all previous music plus the new tracks from this chapter.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
If your video includes content from Chapter 3 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
If your video includes content from Chapter 4 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
For content covering the final chapter, or if you want to be completely covered for a full playthrough, pasting this complete list in your description will cover every piece of attributed music in the entire game.
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed.
Thank you again for creating content for Azmar Quest. We can't wait to see your adventures!
ea46af5f51122cd68907e7b73c7611fe1d9bdea9
434
433
2025-06-28T15:50:51Z
Zuppafiera
600604
/* What If I Still Get a Claim? */
wikitext
text/x-wiki
== A Guide for Content Creators ==
Hello, and thank you so much for your interest in creating content for Azmar Quest!
This page is a friendly guide to help you navigate the use of in-game music in your videos and streams.
=== Understanding the Music in Azmar Quest ===
The immersive soundtrack of Azmar Quest features music from several talented artists, primarily under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. We have the proper licenses to use this music in the game.
However, some of these artists also use automated systems like '''YouTube's Content ID''' to protect their work.
==== What This Means for You ====
Because of YouTube's Content ID system, it's possible that when you upload a video of Azmar Quest, the system may automatically flag the music in your gameplay.
'''This is NOT a copyright strike.'''
It is typically a '''copyright claim'''. Here’s the difference:
* A '''Copyright Strike''' is a serious penalty against your channel.
* A '''Copyright Claim''' is much less severe. It usually means that the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
While this may not happen to every video, we want you to be prepared and have easy solutions to avoid or resolve any claims.
== How to Safely Create Content ==
You have a few simple options to ensure your videos are claim-free while still showcasing the game.
=== Option 1: Mute the Music ===
This is the quickest and simplest method. You can go into the in-game settings and turn the music volume down to 0. This guarantees no music-related Content ID claims. The downside is that you lose the atmospheric soundtrack, which is a big part of the game's experience.
=== Option 2 (Recommended): Add Attribution ===
This is the best option for everyone! By including music attribution in your video's description, you comply with the CC-BY 4.0 license, support the original artists, and can keep the fantastic in-game music for your viewers to enjoy. Providing proper credit should prevent claims, and if a claim does occur, it gives you solid grounds to dispute it.
To make it incredibly easy, we've created copy-and-paste attribution lists based on how far you've progressed in the game.
== Copy-and-Paste Attribution Lists ==
Simply copy the text from the relevant section below and paste it into your YouTube video description or as a chat command/panel on your stream.
=== For All Videos (Chapter 1 / General Gameplay) ===
If you are just starting out or only playing through the beginning of the game, this list should cover you.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
If your video includes content from Chapter 2 or later, use this list. It includes all previous music plus the new tracks from this chapter.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
If your video includes content from Chapter 3 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
If your video includes content from Chapter 4 or later, use this list.
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
For content covering the final chapter, or if you want to be completely covered for a full playthrough, pasting this complete list in your description will cover every piece of attributed music in the entire game.
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed.
Thank you again for creating content for Azmar Quest!
0b8cbe0343992f97f4cc1a5d3afe5baedf7f1170
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2025-06-28T15:56:32Z
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600604
wikitext
text/x-wiki
That's an excellent question, and it shows you're thinking carefully about how to best serve your audience.
I think your second idea is the stronger one: Start with a short, direct TL;DR version, and then offer the more detailed explanation below it for those who want to understand the "why."
Here's my reasoning:
Respects the Creator's Time: A streamer or YouTuber is often in "get it done" mode. They'll land on the page, see a big "TL;DR" or "Quick Guide," and immediately get the answer they need: "Okay, I might get a claim, so I need to mute the music or paste this text." They can solve their problem in under 30 seconds.
Encourages Deeper Reading: Once their immediate problem is solved, they are much more likely to scroll down and read the details to understand why this is the case, what a claim is, etc. It turns the page from just a "warning" into a genuinely helpful resource.
Best of Both Worlds: This structure gives you the speed and directness of the short version and the thorough, helpful context of the long version, all on one page. It's the most user-friendly approach.
Here is a revised guide that implements this structure. It leads with a concise TL;DR section, provides the essential copy-paste lists, and then has a "Deeper Dive" section with the full explanation.
Generated wikitext
{{Note|This is a guide for content creators about the music used in Azmar Quest.}}
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TL;DR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content.
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 / General Gameplay ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While we have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
39b88b8237650546a55bb888c136a3b93ae9bde9
436
435
2025-06-28T15:56:44Z
Zuppafiera
600604
wikitext
text/x-wiki
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TL;DR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content.
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 / General Gameplay ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While we have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
f342afafeb3607cf715028a9b88601239a577d72
437
436
2025-06-28T15:57:30Z
Zuppafiera
600604
/* For Chapter 1 / General Gameplay */
wikitext
text/x-wiki
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TL;DR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content.
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While we have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
ec166c30ac17037741dc8aac267714091b6ca4f6
438
437
2025-06-28T15:58:19Z
Zuppafiera
600604
/* TL;DR: The Quick Guide */
wikitext
text/x-wiki
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TLDR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content.
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While we have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
3c96994f44bdcc593b5ceee4ca9a5714c7fb73e3
439
438
2025-06-28T16:00:39Z
Zuppafiera
600604
wikitext
text/x-wiki
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TL;DR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content. (''[[#Deeper_Dive:_Understanding_Copyright_on_YouTube|Learn more about why this happens and how to handle claims below.]]'')
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 / General Gameplay ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
''[[#TL;DR:_The_Quick_Guide|← Back to the Quick Guide]]''
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While we have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
8bf96b32b1e2983fefcb0f4f51fb03c35cf14a10
446
439
2025-06-28T22:00:25Z
Zuppafiera
600604
wikitext
text/x-wiki
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TL;DR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content. (''[[#Deeper_Dive:_Understanding_Copyright_on_YouTube|Learn more about why this happens and how to handle claims below.]]'')
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 / General Gameplay ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
''[[#TL;DR:_The_Quick_Guide|← Back to the Quick Guide]]''
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While I have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
743d79e74080d67020329ac56ae0a25aa0a17c8f
447
446
2025-06-28T22:01:13Z
Zuppafiera
600604
/* For Chapter 1 / General Gameplay */
wikitext
text/x-wiki
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TL;DR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content. (''[[#Deeper_Dive:_Understanding_Copyright_on_YouTube|Learn more about why this happens and how to handle claims below.]]'')
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
''[[#TL;DR:_The_Quick_Guide|← Back to the Quick Guide]]''
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While I have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
5d0549fce2ccb5160aba58a4b5d026a0bc54c510
448
447
2025-06-30T12:18:14Z
Zuppafiera
600604
Zuppafiera renamed page [[Guide for YouTubers and Streamers]] to [[YouTube Guide]]
wikitext
text/x-wiki
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TL;DR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content. (''[[#Deeper_Dive:_Understanding_Copyright_on_YouTube|Learn more about why this happens and how to handle claims below.]]'')
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
''[[#TL;DR:_The_Quick_Guide|← Back to the Quick Guide]]''
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While I have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
5d0549fce2ccb5160aba58a4b5d026a0bc54c510
Azmar Quest Wiki/external
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440
337
2025-06-28T18:48:53Z
RheingoldRiver
2743
wikitext
text/x-wiki
{{Main page box/start
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<div class="mp-links columns-3">
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* {{MP link|Steam Discussions|link=https://steamcommunity.com/app/3474140/discussions/|image=Steam.svg|size=64x64px}}
</div>
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440
2025-06-28T18:52:25Z
Zuppafiera
600604
wikitext
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{{Main page box/start
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<div class="mp-links columns-3">
* {{MP link|Official site|link=https://azmar-online-eu.web.app/}}
* {{MP link|Discord|link=https://discord.gg/fTTMD6paRJ|image=Discord.svg|size=64x64px}}
* {{MP link|Reddit|link=https://www.reddit.com/r/Azmar/|image=Reddit.svg|size=64x64px}}
* {{MP link|Facebook|link=https://www.facebook.com/azmar.official/|image=Facebook.svg|size=64x64px}}
* {{MP link|Bluesky|link=https://bsky.app/profile/s-games.bsky.social|image=Bluesky.svg|size=64x64px}}
* {{MP link|X|link=https://twitter.com/s_games_apps|image=X.svg|size=64x64px}}
* {{MP link|YouTube|link=https://www.youtube.com/channel/UCEztAwbumYCfpHV11dw3__Q|image=YouTube.svg|size=64x64px}}
* {{MP link|TikTok|link=https://www.tiktok.com/@sgames.apps.mobile|image=TikTok.svg|size=64x64px}}
* {{MP link|Steam Discussions|link=https://steamcommunity.com/app/3474140/discussions/|image=Steam.svg|size=64x64px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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2025-06-28T18:52:49Z
Zuppafiera
600604
wikitext
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{{Main page box/start
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<div class="mp-links columns-3">
* {{MP link|Official site|link=https://azmar-online-eu.web.app/}}
* {{MP link|Discord|link=https://discord.gg/fTTMD6paRJ|image=Discord.svg|size=64x64px}}
* {{MP link|Reddit|link=https://www.reddit.com/r/Azmar/|image=Reddit.svg|size=64x64px}}
* {{MP link|Facebook|link=https://www.facebook.com/azmar.official/|image=Facebook.svg|size=64x64px}}
* {{MP link|X|link=https://twitter.com/s_games_apps|image=X.svg|size=64x64px}}
* {{MP link|Bluesky|link=https://bsky.app/profile/s-games.bsky.social|image=Bluesky.svg|size=64x64px}}
* {{MP link|YouTube|link=https://www.youtube.com/channel/UCEztAwbumYCfpHV11dw3__Q|image=YouTube.svg|size=64x64px}}
* {{MP link|TikTok|link=https://www.tiktok.com/@sgames.apps.mobile|image=TikTok.svg|size=64x64px}}
* {{MP link|Steam Discussions|link=https://steamcommunity.com/app/3474140/discussions/|image=Steam.svg|size=64x64px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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2025-06-28T18:53:34Z
Zuppafiera
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wikitext
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{{Main page box/start
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<div class="mp-links columns-3">
* {{MP link|Official site|link=https://azmar-online-eu.web.app/}}
* {{MP link|Discord|link=https://discord.gg/fTTMD6paRJ|image=Discord.svg|size=64x64px}}
* {{MP link|Facebook|link=https://www.facebook.com/azmar.official/|image=Facebook.svg|size=64x64px}}
* {{MP link|Reddit|link=https://www.reddit.com/r/Azmar/|image=Reddit.svg|size=64x64px}}
* {{MP link|X|link=https://twitter.com/s_games_apps|image=X.svg|size=64x64px}}
* {{MP link|Bluesky|link=https://bsky.app/profile/s-games.bsky.social|image=Bluesky.svg|size=64x64px}}
* {{MP link|YouTube|link=https://www.youtube.com/channel/UCEztAwbumYCfpHV11dw3__Q|image=YouTube.svg|size=64x64px}}
* {{MP link|TikTok|link=https://www.tiktok.com/@sgames.apps.mobile|image=TikTok.svg|size=64x64px}}
* {{MP link|Steam Discussions|link=https://steamcommunity.com/app/3474140/discussions/|image=Steam.svg|size=64x64px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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445
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2025-06-28T18:53:50Z
Zuppafiera
600604
wikitext
text/x-wiki
{{Main page box/start
| title = External links
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<div class="mp-links columns-3">
* {{MP link|Official site|link=https://azmar-online-eu.web.app/}}
* {{MP link|Discord|link=https://discord.gg/fTTMD6paRJ|image=Discord.svg|size=64x64px}}
* {{MP link|Facebook|link=https://www.facebook.com/azmar.official/|image=Facebook.svg|size=64x64px}}
* {{MP link|Reddit|link=https://www.reddit.com/r/Azmar/|image=Reddit.svg|size=64x64px}}
* {{MP link|Bluesky|link=https://bsky.app/profile/s-games.bsky.social|image=Bluesky.svg|size=64x64px}}
* {{MP link|X|link=https://twitter.com/s_games_apps|image=X.svg|size=64x64px}}
* {{MP link|YouTube|link=https://www.youtube.com/channel/UCEztAwbumYCfpHV11dw3__Q|image=YouTube.svg|size=64x64px}}
* {{MP link|TikTok|link=https://www.tiktok.com/@sgames.apps.mobile|image=TikTok.svg|size=64x64px}}
* {{MP link|Steam Discussions|link=https://steamcommunity.com/app/3474140/discussions/|image=Steam.svg|size=64x64px}}
</div>
{{Main page box/end}}<noinclude>[[Category:Main page boxes]]</noinclude><!-- don't edit this line -->
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Azmar Quest Wiki
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2025-06-28T18:48:58Z
RheingoldRiver
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wikitext
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<!-- Hello and welcome to wiki.gg! This page is built via our IMProved Main Page (IMP) framework. If you are familiar with CSS grid areas, that's what you're defining here! But if you don't know any CSS that's ok!
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0db14093272dfabeaf3b0509fb8360a74963d9e5
Guide for YouTubers and Streamers
0
292
449
2025-06-30T12:18:14Z
Zuppafiera
600604
Zuppafiera renamed page [[Guide for YouTubers and Streamers]] to [[YouTube Guide]]
wikitext
text/x-wiki
#REDIRECT [[YouTube Guide]]
e1d5420f0513161569bd5e117bed3fa08af2f7ff
YouTube Guide
0
291
451
448
2025-06-30T14:11:17Z
Zuppafiera
600604
/* TL;DR: The Quick Guide */
wikitext
text/x-wiki
== A Guide for Content Creators ==
Thank you for creating content for Azmar Quest! This page will help you safely use the in-game music in your videos and streams.
=== TL;DR: The Quick Guide ===
* '''The Issue:''' Azmar Quest uses licensed music that can be automatically flagged by YouTube's Content ID system, which may place a '''copyright claim''' on your video (this is '''not''' a copyright strike).
* '''Solution 1 (Easiest):''' Mute the in-game music, lower its volume to zero, or make sure it's not included in your video.
* '''Solution 2 (Recommended):''' Keep the music and add attribution. Just copy the correct text block from the lists below and paste it into your video description.
This is the best way to support the artists and keep the game's atmosphere in your content, especially if you're uploading a full playthrough or gameplay footage without commentary. (''[[#Deeper_Dive:_Understanding_Copyright_on_YouTube|Learn more about why this happens and how to handle claims below.]]'')
== Copy-and-Paste Attribution Lists ==
Choose the list that matches your progress in the game. Pasting the full list is the safest option for long-form content.
=== For Chapter 1 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
</pre>
=== If You've Reached Chapter 2 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 3 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
</pre>
=== If You've Reached Chapter 4 ===
<pre>
Music from Azmar Quest used in this video:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
</pre>
=== For the Final Chapter or Full Playthroughs ===
<pre>
Azmar Quest Music Credits:
Jade by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Patagonia by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Oblivion Overture by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Skyscraper Samba by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Pariah by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Eidolon by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Welcome to my Junkyard by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
The Endurance by Scott Buckley – released under CC-BY 4.0. www.scottbuckley.com.au
Crossing the Chasm by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Village Consort by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
Crunk Knight by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0
https://creativecommons.org/licenses/by/4.0/
The Victory Of Heroes by Shane Ivers – https://www.silvermansound.com
The Fall Of Heroes by Shane Ivers – https://www.silvermansound.com
Later Alligator by Shane Ivers – https://www.silvermansound.com
Clowning Around by Shane Ivers – https://www.silvermansound.com
The Buccaneer's Haul by Shane Ivers – https://www.silvermansound.com
The Gatekeepers by Shane Ivers – https://www.silvermansound.com
</pre>
== Deeper Dive: Understanding Copyright on YouTube ==
''[[#TL;DR:_The_Quick_Guide|← Back to the Quick Guide]]''
For those interested, here is a more detailed explanation of the situation.
=== Why This Happens: Content ID ===
The immersive soundtrack of Azmar Quest features music from talented artists under the Creative Commons Attribution 4.0 (CC-BY 4.0) license. While I have the license to use the music in the game, some artists also use automated systems like '''YouTube's Content ID''' to track where their work is used online. This automated system can't tell the difference between illegal use and a licensed use in gameplay, so it sometimes flags videos.
=== Copyright Claim vs. Copyright Strike ===
It is crucial to know the difference:
* A '''Copyright Strike''' is a serious penalty against your channel for violating copyright.
* A '''Copyright Claim''' is much less severe and is what you would likely encounter. It's an automated notification from Content ID. It usually means the original music owner may place ads on your video, and the ad revenue might be shared with them or go entirely to them. In some cases, it may prevent monetization on that specific video.
Adding the attribution credits is the proper way to show you are following the license terms.
== What If I Still Get a Claim? ==
If you added the attribution and still received an automated claim, you have a strong case to dispute it.
# Go to your video in YouTube Studio.
# Find the copyright claim and click "See Details."
# Select "Dispute."
# Choose the option "I have a license or permission from the copyright holder to use this material."
# In the explanation box, state that the music is licensed under Creative Commons (CC-BY 4.0) and that you have provided full and proper attribution in the video's description as required by the license.
The claim should be released once it is manually reviewed. Thank you again for creating content for Azmar Quest!
92552efe9cd052f9b3e2f543e8d626fffa30ba28
Cleric
0
285
452
407
2025-07-02T09:17:48Z
Zuppafiera
600604
wikitext
text/x-wiki
== Cleric Class Guide ==
''An attuned caster, shifting between Holy and Dark forms to enhance its skills for healing or damage.''
=== Overview ===
* Complexity: '''High'''.
* Gear dependency: '''Medium'''.
* Reccomended statistics: ''Damage Done'' '''>=''' ''Healing Done'' '''>''' ''Defense''.
816c03d6fe5709e1544ed3ac94ded137f649d677
Warrior
0
284
453
406
2025-07-02T10:00:20Z
Delucidate
568186
/* Warrior Class Guide */
wikitext
text/x-wiki
== Warrior Class Guide ==
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
=== Overview ===
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
== Skills ==
# ☆☆☆ Sword Slash
Deals '''14-18''' damage, plus an additional 1 damage based on your critical chance ([#]%), and generates 1 energy. If you land a critical hit, you gain 1 extra energy, and it heals you for 50% of the damage inflicted ''(8-9)'' If you have 50% or less life: this healing is doubled ''(16-18)''
3b808aebd3130ced634e76178fbcab2e1e687bde
455
453
2025-07-03T00:33:09Z
Delucidate
568186
/* Skills */
wikitext
text/x-wiki
== Warrior Class Guide ==
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
=== Overview ===
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
== Skills ==
# ☆☆☆ Sword Slash
Deals '''14-18''' damage, plus an additional 1 damage based on your critical chance ([#]%), and generates 1 energy. If you land a critical hit, you gain 1 extra energy, and it heals you for 50% of the damage inflicted ''(8-9)'' If you have 50% or less life: this healing is doubled ''(16-18)''
2. ☆☆☆ Raise Shield
Deal '''51-63''' damage, plus an additional O damage based on your defense (0%). Then, if your defense is less than 50% and you don't already have the Raise Shield buff: you gain the Raise Shield buff, which doubles your defense for 3 turns (max defense: 50%). Requires 4 energy.
52a0d0e623e9fcf421aee440374b94f80f1db1c3
456
455
2025-07-03T04:41:52Z
Delucidate
568186
/* Skills */
wikitext
text/x-wiki
== Warrior Class Guide ==
''A straightforward but effective class, specializing in either powerful critical strikes or solid defense.''
=== Overview ===
* Complexity: '''Low'''.
* Gear dependency: '''High'''.
* Reccomended statistics: ''Defense'' '''>''' ''Critical Strike'' '''>''' ''Damage Done'' '''=''' ''Critical Modifier''.
== Skills ==
# ☆☆☆ Sword Slash
Deals '''14-18''' damage, plus an additional 1 damage based on your critical chance ''(5%)'' and generates 1 energy. If you land a critical hit, you gain 1 extra energy, and it heals you for 50% of the damage inflicted ''(8-9)'' If you have 50% or less life: this healing is doubled ''(16-18)''
2. ☆☆☆ Raise Shield
Deal '''51-63''' damage, plus an additional O damage based on your defense (0%). Then, if your defense is less than 50% and you don't already have the Raise Shield buff: you gain the Raise Shield buff, which doubles your defense for 3 turns (max defense: 50%). Requires 4 energy.
3.☆☆☆ Quick Guard
Deal '''13-16''' damage and generate 1 energy. Then, put a Buff on yourself that increases your defense by 5% for 3 turns. When the Buff ends, you gain 1 energy and improve your defense by 2%.
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Dungeon / PvP Queue Rules
0
281
454
414
2025-07-02T17:57:08Z
Zuppafiera
600604
wikitext
text/x-wiki
== How do Dungeons / PvP Battles / 2v2 Queue work? ==
* Level 30 players can only find matches against other level 30s. This applies to all game modes.
* '''Dungeon:''' Requires 3 players to start.
- The group can be either 3 players all at level 30, or 3 players between level 10 and 29.
- Enemies scale based on the average level of the group.
* '''Random Battle:'''
- Level 30 players face only other level 30s.
- Lower-level players can only match with players up to 5 levels above or below their own level.
* '''2v2 Battles:'''
- Requires 2 players to queue.
- You can invite a friend or a player from Global Chat to team up against bots instead of queuing for real players.
* '''Chaos Battles:'''
- Available only for level 30 players.
* '''Rated Battles:'''
- Available only for level 30 players.
- Matches require ratings within 200 points difference between opponents. Temporarily, since the community is still small, this difference has been extended to 400.
e1b75ca52102c189c2e4d7c0ec4e07e0c213f17b
Enemies
0
288
457
371
2025-07-05T06:36:23Z
Zuppafiera
600604
wikitext
text/x-wiki
This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
==Normal Quest Enemies==
This section covers enemies encountered during the main story quests.
===Bandit===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Saber Slash:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 2 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 4 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 4 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 5 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 5 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
===Ashera===
A complex boss who punishes players for using cooldowns and can become immune to damage.
====Abilities====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates 1 energy, and heals for 50% of the damage dealt (15 - 19 life).
*'''Dark Chaos:''' Deals 60 - 79 damage, then increases your damage by 10%, your healing by 10%, and your critical chance by 10%. Requires 4 energy.
*'''Ashera Rage:''' Applies the Ashera Rage debuff for 5 turns. While active, any cooldowns the enemy uses will increase Ashera's damage. Cooldown: 6 turns.
*'''Dispersion:''' Gain a buff for 7 turns that gives a chance to become immune to damage when the enemy spends energy. Cooldown: 6 turns.
====Strategy====
Ashera's AI has a strict priority system.
Her first priority is to apply '''Ashera Rage''' if it's off cooldown and you are not already debuffed by it.
Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
===Zola===
A fast gunslinger who can stun opponents.
====Abilities====
*'''Stiletto:''' Deals 28 - 35 damage, generates 1 energy, and increases your speed by 2 - 4. Damage is increased if your speed is above 100.
*'''Dazing Gun:''' Deals 44 - 55 damage, and has a chance (based on your speed) to stun the enemy for 1 turn. Requires 2 energy.
====Strategy====
Zola uses '''Dazing Gun''' if she has 2 or more energy.
Otherwise, she uses '''Stiletto''' to increase her speed and deal damage.
===Locke===
A mercenary who can disable skills and stun his opponents.
====Abilities====
*'''Slice:''' Deals 34 - 43 damage and generates 1 energy.
*'''Blackjack:''' Deals 66 - 82 damage and disables a random enemy's skill for 4 turns. Requires 4 energy.
*'''Carabine Shot:''' Deals 17 - 21 damage, generates 2 energy, destroys 1 enemy energy, and stuns the enemy for 1 turn. Cooldown: 5 turns.
====Strategy====
Locke's top priority is to use '''Carabine Shot''' if it's off cooldown and you have at least 1 energy.
If he can't, he will use '''Blackjack''' if he has 4 or more energy.
His default attack is '''Slice'''.
===Goblin===
A cunning goblin that steals buffs or silences foes.
====Abilities====
*'''Wrench Life:''' Deals 24 - 30 damage, generates 1 energy, and heals for 40% of the damage dealt (7 - 9 life).
*'''Soul Steal:''' Deals 52 - 65 damage, then steals 1 enemy buff. If the enemy has no buffs, it silences them for 1 turn instead. Requires 3 energy.
====Strategy====
The Goblin will use '''Soul Steal''' if it has 3 or more energy.
Otherwise, it will use '''Wrench Life''' to deal damage and heal itself.
===Gustavo===
An aggressive warrior who attacks multiple times.
====Abilities====
*'''Whirlwind:''' Deals 28 - 35 damage and generates 1 energy. If your speed is higher than the enemy's, this attack strikes 2 times.
*'''Double Slash:''' Attacks 2 times, dealing 25 - 30 damage and increasing your speed by 2 - 3 each time. Requires 3 energy.
====Strategy====
Gustavo will use '''Double Slash''' if he has 3 or more energy.
Otherwise, he will use '''Whirlwind'''.
===Siren===
A dangerous foe whose main attack's damage doubles every turn.
====Abilities====
*'''Water Bolt:''' Deals 30 - 37 damage and generates 1 energy.
*'''Drowning:''' Generates 1 energy and applies a debuff for 8 turns that deals 1 damage. This damage doubles every turn.
*'''Siren's Grip:''' Deals 60 - 74 damage and increases the duration of Drowning by 1 turn. Requires 3 energy.
====Strategy====
The Siren's first priority is to apply '''Drowning''' if you are not already affected by it.
If you are already Drowning, she will use '''Siren's Grip''' if she has 3 or more energy.
Her default attack is '''Water Bolt'''.
===Zombie===
A standard zombie that can infect its target, reducing healing.
====Abilities====
*'''Scratch:''' Deals 30 - 37 damage and generates 1 energy.
*'''Infected Bite:''' Deals 24 - 30 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn and reduces enemy healing by 50%. Requires 2 energy.
====Strategy====
The Zombie will use '''Infected Bite''' if it has 2 or more energy.
Otherwise, it will use '''Scratch'''.
===Horror===
A terrifying creature that disables energy skills.
====Abilities====
*'''Bite:''' Deals 32 - 40 damage, generates 1 energy, and reduces enemy healing by 10%.
*'''Fear:''' Deals 64 - 80 damage, reduces enemy healing by 30%, and disables all their energy skills for 2 turns. Requires 3 energy.
====Strategy====
The Horror will use '''Fear''' if it has 3 or more energy.
Otherwise, it will use '''Bite'''.
===Zombie Child===
A small but dangerous zombie that debuffs all of the hero's stats.
====Abilities====
*'''Plague Stab:''' Deals 32 - 40 damage, generates 1 energy, and disables a random enemy skill for 1 turn.
*'''Contaminate:''' Deals 64 - 80 damage and reduces all enemy stats by 10%. Requires 3 energy.
====Strategy====
The Zombie Child will use '''Contaminate''' if it has 3 or more energy.
Otherwise, it will use '''Plague Stab'''.
===Zombie Chief===
A powerful zombie leader with an unremovable debuff and a defensive skin.
====Abilities====
*'''Scratch:''' Deals 34 - 42 damage and generates 1 energy.
*'''Infected Bite:''' Applies an unremovable debuff for 4 turns that deals 24 - 30 damage each turn and reduces healing by 100%. Requires 3 energy.
*'''Zombie Skin:''' Generates 1 energy and gain a buff that absorbs 92 damage. While the absorb is active, your defense is increased by 20%. Lasts 3 turns. Cooldown: 4 turns.
====Strategy====
It prioritizes applying '''Infected Bite''' if it has 3+ energy and you don't already have the debuff.
Its next priority is to use '''Zombie Skin''' if it's off cooldown and it's not already buffed.
Its default attack is '''Scratch'''.
===Banshee===
A spirit that can copy buffs and ignore defense.
====Abilities====
*'''Scrape:''' Deals 32 - 40 damage and generates 1 energy.
*'''Psychic Scream:''' Deals 64 - 80 damage, destroys 1 enemy energy, and applies a debuff that ignores their defense for 4 turns. Requires 3 energy.
*'''Mirror Soul:''' Gain 2 energy and copy 1 enemy buff. Usable only if you have no buffs. Cooldown: 2 turns.
====Strategy====
The Banshee will use '''Mirror Soul''' if it's off cooldown, she has no buffs, and you have at least one buff.
If she can't, she will use '''Psychic Scream''' if she has 3 or more energy.
Her default attack is '''Scrape'''.
===Octopus===
An unpredictable foe that strikes many times.
====Abilities====
*'''Tentacles Fury:''' Strikes 1 - 8 times, dealing 8 - 10 damage and generating 1 energy per strike.
*'''Squid Frenzy:''' Deals 56 - 70 damage, increases your critical chance by 20%, and applies the ''Squid Ink'' debuff for 4 turns. Squid Ink reduces enemy critical chance and speed to 0 and deals 8 - 10 damage each turn. Requires 10 energy.
====Strategy====
If the Octopus has 10 or more energy, it will use '''Squid Frenzy'''.
Otherwise, it will use its random multi-hit attack, '''Tentacles Fury'''.
===Evil Clown===
A clown that uses explosive balloons.
====Abilities====
*'''Butcher:''' Deals 34 - 42 damage and generates 1 - 2 energy.
*'''Nitro Balloons:''' Deals 60 - 75 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn. On the debuff's last turn, it also destroys 2 enemy energy. Requires 4 energy.
====Strategy====
The Evil Clown uses '''Nitro Balloons''' if it has 4 or more energy.
Otherwise, it uses '''Butcher'''.
===Doku===
A powerful boss with life-draining abilities and emergency potions.
====Abilities====
*'''Void Bolt:''' Deals 36 - 45 damage and generates 1 energy.
*'''Siphon Life:''' Deals 60 - 75 damage and heals for 80% of the damage dealt (48 - 60 life). Then, applies a debuff for 3 turns that deals 12 - 16 damage and heals for 80% of that damage (10 - 13 life) each turn. Requires 4 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 30 life each turn for 3 turns.
*'''Immunity Potion:''' Usable once, below 30% life. Makes you immune to damage for 8 turns.
====Strategy====
Doku has emergency items. He will use his '''Life Potion''' if his health drops below 50%.
He will use his '''Immunity Potion''' if his health drops below 30%.
If he has 4 or more energy, he will use '''Siphon Life'''.
His default attack is '''Void Bolt'''.
===Avery===
A supporting character who can heal and deal moderate damage.
====Abilities====
*'''Slash:''' Deals 28 - 35 damage and generates 1 energy.
*'''Rejuvenation:''' Heals for 66 - 82 life and increases your damage by 20%. Requires 3 energy.
====Strategy====
Avery will use '''Rejuvenation''' if she has 3 or more energy.
Otherwise, she will use '''Slash'''.
===Evil Avery===
A corrupted version of Avery with powerful lifestealing abilities.
====Abilities====
*'''Wicked Bolt:''' Deals 40 - 50 damage, generates 1 energy, and increases your healing by 5%.
*'''Vile Ritual:''' Deals 80 - 100 damage and heals for 50% of the damage dealt (40 - 50 life). Requires 4 energy.
====Strategy====
Evil Avery uses '''Vile Ritual''' if she has 4 or more energy.
Otherwise, she uses '''Wicked Bolt'''.
===Rusty Robot===
A robot with a powerful, but random, special attack.
====Abilities====
*'''Robo-Grip:''' Deals 32 - 40 damage and generates 1 energy.
*'''Overdrive:''' Activates 1 of 5 random effects: Steal all enemy critical, defense, and speed; Deal 64-80 damage; Increase own damage by 50%; Inflict 13-16 damage to self; Increase enemy damage by 20%. Requires 3 energy.
====Strategy====
The Rusty Robot uses '''Overdrive''' if it has 3 or more energy.
Otherwise, it uses '''Robo-Grip'''.
===Vayne===
A boss with a unique charge mechanic for a devastating ultimate attack.
====Abilities====
*'''Fire Charge:''' Generates 1 energy. (Usable when power level > 0).
*'''Final Blaze:''' Deals damage equal to a percentage of the enemy's total life (100%/50%/25%), ignoring defense. This consumes one power level. Requires 2/3/4 energy depending on power level.
*'''Weak Bolt:''' Deals 20 - 25 damage. (Usable when power level is 0).
====Strategy====
Vayne has 3 "power level" charges.
He will use '''Final Blaze''' if he has enough energy. The energy cost increases as his power level drops (2 energy at level 3, 3 at level 2, 4 at level 1).
If he cannot use Final Blaze, he will use '''Fire Charge''' to build energy, as long as his power level is above 0.
Once his power level is 0, he can only use '''Weak Bolt'''.
===Robo-Sentry===
A robotic sentry with multi-hit attacks.
====Abilities====
*'''Barrage:''' Fires 1 - 2 times, dealing 24 - 30 damage and generating 1 energy per shot. Always fires twice if faster than the enemy.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 4 energy.
====Strategy====
The Robo-Sentry uses '''Overdrive''' if it has 4 or more energy.
Otherwise, it uses '''Barrage'''.
===Dark Servant===
A servant of darkness that drains life and energy.
====Abilities====
*'''Dark Strike:''' Deals 40 - 50 damage and steals 1 energy from the enemy.
*'''Dark Rune:''' Deals 64 - 80 damage and heals for 80% of the damage dealt (51 - 64 life). Also gives the enemy 2 energy. Requires 4 energy.
====Strategy====
The Dark Servant will use '''Dark Rune''' if it has 4 or more energy.
Otherwise, it will use '''Dark Strike'''.
===Crazy Zealot===
A frantic attacker that hits twice and can buff itself.
====Abilities====
*'''Lifesteal Stab:''' Strikes 2 times. Each strike deals 24 - 30 damage, generates 1 energy, and heals for 50% of the damage dealt. Each strike also has a 60% chance to give the enemy 1 energy.
*'''Dark Wings:''' Deals 56 - 70 damage and increases your damage, healing, critical chance, and defense by 10%. Then, gain the ''Healing Blades'' buff for 1 turn (doubles Lifesteal Stab's healing). Requires 6 energy.
====Strategy====
The Crazy Zealot will use '''Dark Wings''' if it has 6 or more energy.
Otherwise, it will use '''Lifesteal Stab'''.
===Robo-Dog===
A mechanical dog that is rewarded for critical strikes.
====Abilities====
*'''Robo-Bite:''' Deals 36 - 45 damage and generates 1 energy. If it's a critical strike, it generates 1 extra energy and heals for 50% of the damage dealt.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 3 energy.
====Strategy====
The Robo-Dog will use '''Overdrive''' if it has 3 or more energy.
Otherwise, it will use '''Robo-Bite'''.
===Plague Doc===
A doctor who uses plagues and can cleanse himself of all debuffs.
====Abilities====
*'''Plague Baton:''' Deals 40 - 50 damage and generates 1 energy.
*'''Plague Spread:''' Generates 1 energy and applies a debuff for 4 turns that deals 15 damage per energy the enemy has, each turn.
*'''Odd Medicine:''' Heals for 25% of max life (135 life) and removes all debuffs, including unremovable ones. Requires 3 energy.
====Strategy====
It will prioritize using '''Odd Medicine''' if it has 3 or more energy.
If it can't heal, it will try to apply '''Plague Spread''' if you don't already have it.
Its default attack is '''Plague Baton'''.
===Black Knight===
An armored knight who punishes enemies for having skills on cooldown.
====Abilities====
*'''Black Sword:''' Deals 44 - 55 damage and generates 1 energy. If any enemy skill is on cooldown, it also applies a bleed debuff for 3 turns that deals 22 - 26 damage.
*'''Charge:''' Deals 86 - 108 damage and disables a random enemy skill for 3 turns. Requires 3 energy.
====Strategy====
The Black Knight will use '''Charge''' if he has 3 or more energy.
Otherwise, he will use '''Black Sword'''.
===Dasyra===
A lightning mage who charges up for a powerful, stunning attack.
====Abilities====
*'''Bolt Strike:''' Deals 44 - 55 damage and generates 1 energy. If buffed with ''Charging'', it also increases critical chance by 20%.
*'''Thunderbolt:''' Deals 86 - 108 damage. If it's a critical strike, it stuns the enemy for 1 turn, halves their speed, and resets your critical chance to 10%. Requires 5 energy.
*'''Charging:''' Gain a buff for 7 turns that gives you 1 energy each turn. If removed, you gain energy equal to the remaining duration. Cooldown: 6 turns.
====Strategy====
She prioritizes using '''Thunderbolt''' if she has 5 or more energy.
Her next priority is to use '''Charging''' if it's off cooldown.
Her default attack is '''Bolt Strike'''.
===Raven===
A warrior who consumes all energy for a powerful, all-in attack.
====Abilities====
*'''Twin Blades:''' This skill has two effects:
** If you have 0 energy: Deals 44 - 55 damage and generates 1 - 10 energy.
** If you have 1 or more energy: Consumes all energy to deal damage (base 44-55, increased by 10% per energy) and heal for a % of max life equal to energy consumed. Has a 1% chance per energy to stun.
====Strategy====
Raven's only move is '''Twin Blades'''. Its effect changes based on her current energy, making her highly unpredictable.
===Bane===
A boss similar to Vayne, with a charge mechanic for an ultimate attack.
====Abilities====
*'''Rune Charge:''' Generates 4 energy. Has 2 charges.
*'''Abyssal Void:''' Deals damage equal to a percentage of the enemy's total life (45%/30%/15%), ignoring defense. Damage is based on remaining rune charges. Requires 1 energy.
*'''Weak Bolt:''' Deals 24 - 30 damage. (Usable when out of rune charges).
====Strategy====
Bane will use '''Abyssal Void''' if he has any energy.
If he has no energy but has ''Rune Charge'' available, he will use it.
Once he is out of Rune Charges and has no energy, he can only use '''Weak Bolt'''.
===Tabitha===
A curse-wielder who can apply multiple debuffs at once.
====Abilities====
*'''Dark Coil:''' Deals 44 - 55 damage and generates 1 energy.
*'''Take Soul:''' Deals 86 - 108 damage and gain a buff that absorbs damage equal to 100% of the damage inflicted. Requires 5 energy.
*'''Vile Curses:''' Applies 3 random debuffs (from a pool of 3) on the enemy for 4 turns. Cooldown: 3 turns.
====Strategy====
She prioritizes using '''Take Soul''' if she has 5 or more energy.
Her next priority is to use '''Vile Curses''' if it's off cooldown.
Her default attack is '''Dark Coil'''.
===Beatrix===
A complex boss who reacts to the hero's energy and cooldown usage.
====Abilities====
*'''Vampire Bite:''' Deals 46 - 58 damage, generates 1 energy, and heals for 50% of the damage dealt (23 - 29 life).
*'''Dark Chaos:''' Deals 90 - 113 damage, then increases your damage, healing, and critical chance by 10%. Requires 4 energy.
*'''Beatrix Wrath:''' Applies a debuff for 5 turns. If the enemy uses a cooldown while debuffed, you have a 10% chance per recharge turn to double your damage. Cooldown: 6 turns.
*'''Eclipse:''' Gain a buff for 7 turns that has a chance (based on enemy energy) to give you immunity when the enemy uses a non-energy skill. Cooldown: 6 turns.
====Strategy====
Her AI is identical to Ashera's, but with her own unique skills. She prioritizes applying her debuffs/buffs from cooldowns before resorting to her energy or basic attacks.
===Talon===
A tech-based boss who deploys a robot and can self-destruct.
====Abilities====
*'''Metal Punch:''' Deals 50 - 63 damage and generates 1 energy.
*'''Missile Pod:''' Fires 1 - 3 missiles, each dealing 50 - 63 damage and restoring 1 energy. Requires 3 energy.
*'''Deploy Robot:''' Generates 1 energy and deploys a ''Rusty Robot'' buff for 5 turns. The robot absorbs 120 damage and deals 16-20 damage each turn. Cooldown: 4 turns.
*'''Self-Destruct:''' Usable below 20% life. Reduce your life to 1 and deal 1000 damage.
====Strategy====
Talon will use '''Self-Destruct''' if his life is below 20%.
His next priority is to '''Deploy Robot''' if it's off cooldown.
If he has 3 or more energy, he'll use '''Missile Pod'''.
His default is '''Metal Punch'''.
===Warden Orc===
A very powerful orc who gets angry at low health.
====Abilities====
*'''Axe Strike:''' Deals 46 - 62 damage and generates 1 energy.
*'''Axe Smash:''' Deals 68 - 90 damage. Requires 3 energy.
*'''Anger:''' Usable below 50% life. Gain a buff that increases damage by 50% and speed by 15 for 5 turns. Cooldown: 4 turns.
====Strategy====
The Warden Orc's AI is identical to the Unicorc's, but with higher damage values. He will use '''Anger''' when below 50% health, otherwise using his energy attack or basic strike.
===Cultist / Acolyte===
Spellcasters who empower their basic attacks with a buff.
====Abilities====
*'''Evil/Dark Bolt:''' Deals 50 - 66 damage and generates 1 energy. Has a 50% chance to grant the ''Evil Surge/Dark Infusion'' buff for 1 turn, which increases this skill's damage by 10% and energy generation by 1.
*'''Soul/Blood Drain:''' Deals 75 - 100 damage and heals for 50% of the damage dealt (38 - 50 life). Increases the duration of your buff by 1 turn. Requires 4 energy.
====Strategy====
They will use '''Soul/Blood Drain''' if they have 4 or more energy.
Otherwise, they will use '''Evil/Dark Bolt''', hoping to get their self-buff.
===Sun Clown / Moon Clown===
A duo that buffs themselves and debuffs the enemy with unique effects.
====Abilities====
*'''Clown Stab:''' Deals 50 - 66 damage and generates 1 energy.
*'''Nitro Balloons:''' Applies a debuff for 4 turns that deals 30 - 40 damage each turn. On the last turn, it also destroys 1 enemy energy. Requires 5 energy.
*'''Sunrise/Moonrise:''' Generates 3 energy and applies a unique buff to self and a unique debuff to the enemy for 6 turns. Cooldown: 6 turns.
** Sun Clown: Buff makes Clown Stab heal. Debuff makes Nitro Balloons deal more damage.
** Moon Clown: Buff makes Clown Stab deal more damage. Debuff makes Nitro Balloons heal you.
====Strategy====
Their top priority is to use '''Sunrise/Moonrise''' if the cooldown is ready.
If not, they will use '''Nitro Balloons''' if they have 5+ energy and you don't already have the debuff.
Their default attack is '''Clown Stab'''.
===Harley===
A tricky boss who can equalize health and has an instant-kill chance.
====Abilities====
*'''Clownfish:''' Deals 55 - 73 damage and generates 1 energy. Has a 25% chance to apply a debuff that mirrors any damage inflicted back to the attacker for 1 turn.
*'''Death Bunny:''' Has a chance (based on enemy missing health) to instantly kill the enemy. Fails otherwise. Requires 5 energy.
*'''Magic Trick:''' Usable only if your health is 200+ points lower than the enemy. Equalizes your current health with the enemy's. Cooldown: 6 turns.
====Strategy====
Harley will use '''Magic Trick''' if the cooldown is ready and the health condition is met.
If not, she will use '''Death Bunny''' if she has 5 or more energy.
Her default attack is '''Clownfish'''.
===Zulvoth===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
==Normal Quest Enemies==
This section covers enemies encountered during the main story quests.
===Bandit===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Chokehold:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 2 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 4 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 4 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 5 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 5 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
===Ashera===
A complex boss who punishes players for using cooldowns and can become immune to damage.
====Abilities====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates 1 energy, and heals for 50% of the damage dealt (15 - 19 life).
*'''Dark Chaos:''' Deals 60 - 79 damage, then increases your damage by 10%, your healing by 10%, and your critical chance by 10%. Requires 4 energy.
*'''Ashera Rage:''' Applies the Ashera Rage debuff for 5 turns. While active, any cooldowns the enemy uses will increase Ashera's damage. Cooldown: 6 turns.
*'''Dispersion:''' Gain a buff for 7 turns that gives a chance to become immune to damage when the enemy spends energy. Cooldown: 6 turns.
====Strategy====
Ashera's AI has a strict priority system.
Her first priority is to apply '''Ashera Rage''' if it's off cooldown and you are not already debuffed by it.
Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
===Zola===
A fast gunslinger who can stun opponents.
====Abilities====
*'''Stiletto:''' Deals 28 - 35 damage, generates 1 energy, and increases your speed by 2 - 4. Damage is increased if your speed is above 100.
*'''Dazing Gun:''' Deals 44 - 55 damage, and has a chance (based on your speed) to stun the enemy for 1 turn. Requires 2 energy.
====Strategy====
Zola uses '''Dazing Gun''' if she has 2 or more energy.
Otherwise, she uses '''Stiletto''' to increase her speed and deal damage.
===Locke===
A mercenary who can disable skills and stun his opponents.
====Abilities====
*'''Slice:''' Deals 34 - 43 damage and generates 1 energy.
*'''Blackjack:''' Deals 66 - 82 damage and disables a random enemy's skill for 4 turns. Requires 4 energy.
*'''Carabine Shot:''' Deals 17 - 21 damage, generates 2 energy, destroys 1 enemy energy, and stuns the enemy for 1 turn. Cooldown: 5 turns.
====Strategy====
Locke's top priority is to use '''Carabine Shot''' if it's off cooldown and you have at least 1 energy.
If he can't, he will use '''Blackjack''' if he has 4 or more energy.
His default attack is '''Slice'''.
===Goblin===
A cunning goblin that steals buffs or silences foes.
====Abilities====
*'''Wrench Life:''' Deals 24 - 30 damage, generates 1 energy, and heals for 40% of the damage dealt (7 - 9 life).
*'''Soul Steal:''' Deals 52 - 65 damage, then steals 1 enemy buff. If the enemy has no buffs, it silences them for 1 turn instead. Requires 3 energy.
====Strategy====
The Goblin will use '''Soul Steal''' if it has 3 or more energy.
Otherwise, it will use '''Wrench Life''' to deal damage and heal itself.
===Gustavo===
An aggressive warrior who attacks multiple times.
====Abilities====
*'''Whirlwind:''' Deals 28 - 35 damage and generates 1 energy. If your speed is higher than the enemy's, this attack strikes 2 times.
*'''Double Slash:''' Attacks 2 times, dealing 25 - 30 damage and increasing your speed by 2 - 3 each time. Requires 3 energy.
====Strategy====
Gustavo will use '''Double Slash''' if he has 3 or more energy.
Otherwise, he will use '''Whirlwind'''.
===Siren===
A dangerous foe whose main attack's damage doubles every turn.
====Abilities====
*'''Water Bolt:''' Deals 30 - 37 damage and generates 1 energy.
*'''Drowning:''' Generates 1 energy and applies a debuff for 8 turns that deals 1 damage. This damage doubles every turn.
*'''Siren's Grip:''' Deals 60 - 74 damage and increases the duration of Drowning by 1 turn. Requires 3 energy.
====Strategy====
The Siren's first priority is to apply '''Drowning''' if you are not already affected by it.
If you are already Drowning, she will use '''Siren's Grip''' if she has 3 or more energy.
Her default attack is '''Water Bolt'''.
===Zombie===
A standard zombie that can infect its target, reducing healing.
====Abilities====
*'''Scratch:''' Deals 30 - 37 damage and generates 1 energy.
*'''Infected Bite:''' Deals 24 - 30 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn and reduces enemy healing by 50%. Requires 2 energy.
====Strategy====
The Zombie will use '''Infected Bite''' if it has 2 or more energy.
Otherwise, it will use '''Scratch'''.
===Horror===
A terrifying creature that disables energy skills.
====Abilities====
*'''Bite:''' Deals 32 - 40 damage, generates 1 energy, and reduces enemy healing by 10%.
*'''Fear:''' Deals 64 - 80 damage, reduces enemy healing by 30%, and disables all their energy skills for 2 turns. Requires 3 energy.
====Strategy====
The Horror will use '''Fear''' if it has 3 or more energy.
Otherwise, it will use '''Bite'''.
===Zombie Child===
A small but dangerous zombie that debuffs all of the hero's stats.
====Abilities====
*'''Plague Stab:''' Deals 32 - 40 damage, generates 1 energy, and disables a random enemy skill for 1 turn.
*'''Contaminate:''' Deals 64 - 80 damage and reduces all enemy stats by 10%. Requires 3 energy.
====Strategy====
The Zombie Child will use '''Contaminate''' if it has 3 or more energy.
Otherwise, it will use '''Plague Stab'''.
===Zombie Chief===
A powerful zombie leader with an unremovable debuff and a defensive skin.
====Abilities====
*'''Scratch:''' Deals 34 - 42 damage and generates 1 energy.
*'''Infected Bite:''' Applies an unremovable debuff for 4 turns that deals 24 - 30 damage each turn and reduces healing by 100%. Requires 3 energy.
*'''Zombie Skin:''' Generates 1 energy and gain a buff that absorbs 92 damage. While the absorb is active, your defense is increased by 20%. Lasts 3 turns. Cooldown: 4 turns.
====Strategy====
It prioritizes applying '''Infected Bite''' if it has 3+ energy and you don't already have the debuff.
Its next priority is to use '''Zombie Skin''' if it's off cooldown and it's not already buffed.
Its default attack is '''Scratch'''.
===Banshee===
A spirit that can copy buffs and ignore defense.
====Abilities====
*'''Scrape:''' Deals 32 - 40 damage and generates 1 energy.
*'''Psychic Scream:''' Deals 64 - 80 damage, destroys 1 enemy energy, and applies a debuff that ignores their defense for 4 turns. Requires 3 energy.
*'''Mirror Soul:''' Gain 2 energy and copy 1 enemy buff. Usable only if you have no buffs. Cooldown: 2 turns.
====Strategy====
The Banshee will use '''Mirror Soul''' if it's off cooldown, she has no buffs, and you have at least one buff.
If she can't, she will use '''Psychic Scream''' if she has 3 or more energy.
Her default attack is '''Scrape'''.
===Octopus===
An unpredictable foe that strikes many times.
====Abilities====
*'''Tentacles Fury:''' Strikes 1 - 8 times, dealing 8 - 10 damage and generating 1 energy per strike.
*'''Squid Frenzy:''' Deals 56 - 70 damage, increases your critical chance by 20%, and applies the ''Squid Ink'' debuff for 4 turns. Squid Ink reduces enemy critical chance and speed to 0 and deals 8 - 10 damage each turn. Requires 10 energy.
====Strategy====
If the Octopus has 10 or more energy, it will use '''Squid Frenzy'''.
Otherwise, it will use its random multi-hit attack, '''Tentacles Fury'''.
===Evil Clown===
A clown that uses explosive balloons.
====Abilities====
*'''Butcher:''' Deals 34 - 42 damage and generates 1 - 2 energy.
*'''Nitro Balloons:''' Deals 60 - 75 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn. On the debuff's last turn, it also destroys 2 enemy energy. Requires 4 energy.
====Strategy====
The Evil Clown uses '''Nitro Balloons''' if it has 4 or more energy.
Otherwise, it uses '''Butcher'''.
===Doku===
A powerful boss with life-draining abilities and emergency potions.
====Abilities====
*'''Void Bolt:''' Deals 36 - 45 damage and generates 1 energy.
*'''Siphon Life:''' Deals 60 - 75 damage and heals for 80% of the damage dealt (48 - 60 life). Then, applies a debuff for 3 turns that deals 12 - 16 damage and heals for 80% of that damage (10 - 13 life) each turn. Requires 4 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 30 life each turn for 3 turns.
*'''Immunity Potion:''' Usable once, below 30% life. Makes you immune to damage for 8 turns.
====Strategy====
Doku has emergency items. He will use his '''Life Potion''' if his health drops below 50%.
He will use his '''Immunity Potion''' if his health drops below 30%.
If he has 4 or more energy, he will use '''Siphon Life'''.
His default attack is '''Void Bolt'''.
===Avery===
A supporting character who can heal and deal moderate damage.
====Abilities====
*'''Slash:''' Deals 28 - 35 damage and generates 1 energy.
*'''Rejuvenation:''' Heals for 66 - 82 life and increases your damage by 20%. Requires 3 energy.
====Strategy====
Avery will use '''Rejuvenation''' if she has 3 or more energy.
Otherwise, she will use '''Slash'''.
===Evil Avery===
A corrupted version of Avery with powerful lifestealing abilities.
====Abilities====
*'''Wicked Bolt:''' Deals 40 - 50 damage, generates 1 energy, and increases your healing by 5%.
*'''Vile Ritual:''' Deals 80 - 100 damage and heals for 50% of the damage dealt (40 - 50 life). Requires 4 energy.
====Strategy====
Evil Avery uses '''Vile Ritual''' if she has 4 or more energy.
Otherwise, she uses '''Wicked Bolt'''.
===Rusty Robot===
A robot with a powerful, but random, special attack.
====Abilities====
*'''Robo-Grip:''' Deals 32 - 40 damage and generates 1 energy.
*'''Overdrive:''' Activates 1 of 5 random effects: Steal all enemy critical, defense, and speed; Deal 64-80 damage; Increase own damage by 50%; Inflict 13-16 damage to self; Increase enemy damage by 20%. Requires 3 energy.
====Strategy====
The Rusty Robot uses '''Overdrive''' if it has 3 or more energy.
Otherwise, it uses '''Robo-Grip'''.
===Vayne===
A boss with a unique charge mechanic for a devastating ultimate attack.
====Abilities====
*'''Fire Charge:''' Generates 1 energy. (Usable when power level > 0).
*'''Final Blaze:''' Deals damage equal to a percentage of the enemy's total life (100%/50%/25%), ignoring defense. This consumes one power level. Requires 2/3/4 energy depending on power level.
*'''Weak Bolt:''' Deals 20 - 25 damage. (Usable when power level is 0).
====Strategy====
Vayne has 3 "power level" charges.
He will use '''Final Blaze''' if he has enough energy. The energy cost increases as his power level drops (2 energy at level 3, 3 at level 2, 4 at level 1).
If he cannot use Final Blaze, he will use '''Fire Charge''' to build energy, as long as his power level is above 0.
Once his power level is 0, he can only use '''Weak Bolt'''.
===Robo-Sentry===
A robotic sentry with multi-hit attacks.
====Abilities====
*'''Barrage:''' Fires 1 - 2 times, dealing 24 - 30 damage and generating 1 energy per shot. Always fires twice if faster than the enemy.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 4 energy.
====Strategy====
The Robo-Sentry uses '''Overdrive''' if it has 4 or more energy.
Otherwise, it uses '''Barrage'''.
===Dark Servant===
A servant of darkness that drains life and energy.
====Abilities====
*'''Dark Strike:''' Deals 40 - 50 damage and steals 1 energy from the enemy.
*'''Dark Rune:''' Deals 64 - 80 damage and heals for 80% of the damage dealt (51 - 64 life). Also gives the enemy 2 energy. Requires 4 energy.
====Strategy====
The Dark Servant will use '''Dark Rune''' if it has 4 or more energy.
Otherwise, it will use '''Dark Strike'''.
===Crazy Zealot===
A frantic attacker that hits twice and can buff itself.
====Abilities====
*'''Lifesteal Stab:''' Strikes 2 times. Each strike deals 24 - 30 damage, generates 1 energy, and heals for 50% of the damage dealt. Each strike also has a 60% chance to give the enemy 1 energy.
*'''Dark Wings:''' Deals 56 - 70 damage and increases your damage, healing, critical chance, and defense by 10%. Then, gain the ''Healing Blades'' buff for 1 turn (doubles Lifesteal Stab's healing). Requires 6 energy.
====Strategy====
The Crazy Zealot will use '''Dark Wings''' if it has 6 or more energy.
Otherwise, it will use '''Lifesteal Stab'''.
===Robo-Dog===
A mechanical dog that is rewarded for critical strikes.
====Abilities====
*'''Robo-Bite:''' Deals 36 - 45 damage and generates 1 energy. If it's a critical strike, it generates 1 extra energy and heals for 50% of the damage dealt.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 3 energy.
====Strategy====
The Robo-Dog will use '''Overdrive''' if it has 3 or more energy.
Otherwise, it will use '''Robo-Bite'''.
===Plague Doc===
A doctor who uses plagues and can cleanse himself of all debuffs.
====Abilities====
*'''Plague Baton:''' Deals 40 - 50 damage and generates 1 energy.
*'''Plague Spread:''' Generates 1 energy and applies a debuff for 4 turns that deals 15 damage per energy the enemy has, each turn.
*'''Odd Medicine:''' Heals for 25% of max life (135 life) and removes all debuffs, including unremovable ones. Requires 3 energy.
====Strategy====
It will prioritize using '''Odd Medicine''' if it has 3 or more energy.
If it can't heal, it will try to apply '''Plague Spread''' if you don't already have it.
Its default attack is '''Plague Baton'''.
===Black Knight===
An armored knight who punishes enemies for having skills on cooldown.
====Abilities====
*'''Black Sword:''' Deals 44 - 55 damage and generates 1 energy. If any enemy skill is on cooldown, it also applies a bleed debuff for 3 turns that deals 22 - 26 damage.
*'''Charge:''' Deals 86 - 108 damage and disables a random enemy skill for 3 turns. Requires 3 energy.
====Strategy====
The Black Knight will use '''Charge''' if he has 3 or more energy.
Otherwise, he will use '''Black Sword'''.
===Dasyra===
A lightning mage who charges up for a powerful, stunning attack.
====Abilities====
*'''Bolt Strike:''' Deals 44 - 55 damage and generates 1 energy. If buffed with ''Charging'', it also increases critical chance by 20%.
*'''Thunderbolt:''' Deals 86 - 108 damage. If it's a critical strike, it stuns the enemy for 1 turn, halves their speed, and resets your critical chance to 10%. Requires 5 energy.
*'''Charging:''' Gain a buff for 7 turns that gives you 1 energy each turn. If removed, you gain energy equal to the remaining duration. Cooldown: 6 turns.
====Strategy====
She prioritizes using '''Thunderbolt''' if she has 5 or more energy.
Her next priority is to use '''Charging''' if it's off cooldown.
Her default attack is '''Bolt Strike'''.
===Raven===
A warrior who consumes all energy for a powerful, all-in attack.
====Abilities====
*'''Twin Blades:''' This skill has two effects:
** If you have 0 energy: Deals 44 - 55 damage and generates 1 - 10 energy.
** If you have 1 or more energy: Consumes all energy to deal damage (base 44-55, increased by 10% per energy) and heal for a % of max life equal to energy consumed. Has a 1% chance per energy to stun.
====Strategy====
Raven's only move is '''Twin Blades'''. Its effect changes based on her current energy, making her highly unpredictable.
===Bane===
A boss similar to Vayne, with a charge mechanic for an ultimate attack.
====Abilities====
*'''Rune Charge:''' Generates 4 energy. Has 2 charges.
*'''Abyssal Void:''' Deals damage equal to a percentage of the enemy's total life (45%/30%/15%), ignoring defense. Damage is based on remaining rune charges. Requires 1 energy.
*'''Weak Bolt:''' Deals 24 - 30 damage. (Usable when out of rune charges).
====Strategy====
Bane will use '''Abyssal Void''' if he has any energy.
If he has no energy but has ''Rune Charge'' available, he will use it.
Once he is out of Rune Charges and has no energy, he can only use '''Weak Bolt'''.
===Tabitha===
A curse-wielder who can apply multiple debuffs at once.
====Abilities====
*'''Dark Coil:''' Deals 44 - 55 damage and generates 1 energy.
*'''Take Soul:''' Deals 86 - 108 damage and gain a buff that absorbs damage equal to 100% of the damage inflicted. Requires 5 energy.
*'''Vile Curses:''' Applies 3 random debuffs (from a pool of 3) on the enemy for 4 turns. Cooldown: 3 turns.
====Strategy====
She prioritizes using '''Take Soul''' if she has 5 or more energy.
Her next priority is to use '''Vile Curses''' if it's off cooldown.
Her default attack is '''Dark Coil'''.
===Beatrix===
A complex boss who reacts to the hero's energy and cooldown usage.
====Abilities====
*'''Vampire Bite:''' Deals 46 - 58 damage, generates 1 energy, and heals for 50% of the damage dealt (23 - 29 life).
*'''Dark Chaos:''' Deals 90 - 113 damage, then increases your damage, healing, and critical chance by 10%. Requires 4 energy.
*'''Beatrix Wrath:''' Applies a debuff for 5 turns. If the enemy uses a cooldown while debuffed, you have a 10% chance per recharge turn to double your damage. Cooldown: 6 turns.
*'''Eclipse:''' Gain a buff for 7 turns that has a chance (based on enemy energy) to give you immunity when the enemy uses a non-energy skill. Cooldown: 6 turns.
====Strategy====
Her AI is identical to Ashera's, but with her own unique skills. She prioritizes applying her debuffs/buffs from cooldowns before resorting to her energy or basic attacks.
===Talon===
A tech-based boss who deploys a robot and can self-destruct.
====Abilities====
*'''Metal Punch:''' Deals 50 - 63 damage and generates 1 energy.
*'''Missile Pod:''' Fires 1 - 3 missiles, each dealing 50 - 63 damage and restoring 1 energy. Requires 3 energy.
*'''Deploy Robot:''' Generates 1 energy and deploys a ''Rusty Robot'' buff for 5 turns. The robot absorbs 120 damage and deals 16-20 damage each turn. Cooldown: 4 turns.
*'''Self-Destruct:''' Usable below 20% life. Reduce your life to 1 and deal 1000 damage.
====Strategy====
Talon will use '''Self-Destruct''' if his life is below 20%.
His next priority is to '''Deploy Robot''' if it's off cooldown.
If he has 3 or more energy, he'll use '''Missile Pod'''.
His default is '''Metal Punch'''.
===Warden Orc===
A very powerful orc who gets angry at low health.
====Abilities====
*'''Axe Strike:''' Deals 46 - 62 damage and generates 1 energy.
*'''Axe Smash:''' Deals 68 - 90 damage. Requires 3 energy.
*'''Anger:''' Usable below 50% life. Gain a buff that increases damage by 50% and speed by 15 for 5 turns. Cooldown: 4 turns.
====Strategy====
The Warden Orc's AI is identical to the Unicorc's, but with higher damage values. He will use '''Anger''' when below 50% health, otherwise using his energy attack or basic strike.
===Cultist / Acolyte===
Spellcasters who empower their basic attacks with a buff.
====Abilities====
*'''Evil/Dark Bolt:''' Deals 50 - 66 damage and generates 1 energy. Has a 50% chance to grant the ''Evil Surge/Dark Infusion'' buff for 1 turn, which increases this skill's damage by 10% and energy generation by 1.
*'''Soul/Blood Drain:''' Deals 75 - 100 damage and heals for 50% of the damage dealt (38 - 50 life). Increases the duration of your buff by 1 turn. Requires 4 energy.
====Strategy====
They will use '''Soul/Blood Drain''' if they have 4 or more energy.
Otherwise, they will use '''Evil/Dark Bolt''', hoping to get their self-buff.
===Sun Clown / Moon Clown===
A duo that buffs themselves and debuffs the enemy with unique effects.
====Abilities====
*'''Clown Stab:''' Deals 50 - 66 damage and generates 1 energy.
*'''Nitro Balloons:''' Applies a debuff for 4 turns that deals 30 - 40 damage each turn. On the last turn, it also destroys 1 enemy energy. Requires 5 energy.
*'''Sunrise/Moonrise:''' Generates 3 energy and applies a unique buff to self and a unique debuff to the enemy for 6 turns. Cooldown: 6 turns.
** Sun Clown: Buff makes Clown Stab heal. Debuff makes Nitro Balloons deal more damage.
** Moon Clown: Buff makes Clown Stab deal more damage. Debuff makes Nitro Balloons heal you.
====Strategy====
Their top priority is to use '''Sunrise/Moonrise''' if the cooldown is ready.
If not, they will use '''Nitro Balloons''' if they have 5+ energy and you don't already have the debuff.
Their default attack is '''Clown Stab'''.
===Harley===
A tricky boss who can equalize health and has an instant-kill chance.
====Abilities====
*'''Clownfish:''' Deals 55 - 73 damage and generates 1 energy. Has a 25% chance to apply a debuff that mirrors any damage inflicted back to the attacker for 1 turn.
*'''Death Bunny:''' Has a chance (based on enemy missing health) to instantly kill the enemy. Fails otherwise. Requires 5 energy.
*'''Magic Trick:''' Usable only if your health is 200+ points lower than the enemy. Equalizes your current health with the enemy's. Cooldown: 6 turns.
====Strategy====
Harley will use '''Magic Trick''' if the cooldown is ready and the health condition is met.
If not, she will use '''Death Bunny''' if she has 5 or more energy.
Her default attack is '''Clownfish'''.
===Zulvoth===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
==Main Story Enemies==
This section covers enemies encountered during the main story quests.
===Bandit===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Chokehold:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 2 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 4 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 4 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 5 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 5 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
===Ashera===
A complex boss who punishes players for using cooldowns and can become immune to damage.
====Abilities====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates 1 energy, and heals for 50% of the damage dealt (15 - 19 life).
*'''Dark Chaos:''' Deals 60 - 79 damage, then increases your damage by 10%, your healing by 10%, and your critical chance by 10%. Requires 4 energy.
*'''Ashera Rage:''' Applies the Ashera Rage debuff for 5 turns. While active, any cooldowns the enemy uses will increase Ashera's damage. Cooldown: 6 turns.
*'''Dispersion:''' Gain a buff for 7 turns that gives a chance to become immune to damage when the enemy spends energy. Cooldown: 6 turns.
====Strategy====
Ashera's AI has a strict priority system.
Her first priority is to apply '''Ashera Rage''' if it's off cooldown and you are not already debuffed by it.
Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
===Zola===
A fast gunslinger who can stun opponents.
====Abilities====
*'''Stiletto:''' Deals 28 - 35 damage, generates 1 energy, and increases your speed by 2 - 4. Damage is increased if your speed is above 100.
*'''Dazing Gun:''' Deals 44 - 55 damage, and has a chance (based on your speed) to stun the enemy for 1 turn. Requires 2 energy.
====Strategy====
Zola uses '''Dazing Gun''' if she has 2 or more energy.
Otherwise, she uses '''Stiletto''' to increase her speed and deal damage.
===Locke===
A mercenary who can disable skills and stun his opponents.
====Abilities====
*'''Slice:''' Deals 34 - 43 damage and generates 1 energy.
*'''Blackjack:''' Deals 66 - 82 damage and disables a random enemy's skill for 4 turns. Requires 4 energy.
*'''Carabine Shot:''' Deals 17 - 21 damage, generates 2 energy, destroys 1 enemy energy, and stuns the enemy for 1 turn. Cooldown: 5 turns.
====Strategy====
Locke's top priority is to use '''Carabine Shot''' if it's off cooldown and you have at least 1 energy.
If he can't, he will use '''Blackjack''' if he has 4 or more energy.
His default attack is '''Slice'''.
===Goblin===
A cunning goblin that steals buffs or silences foes.
====Abilities====
*'''Wrench Life:''' Deals 24 - 30 damage, generates 1 energy, and heals for 40% of the damage dealt (7 - 9 life).
*'''Soul Steal:''' Deals 52 - 65 damage, then steals 1 enemy buff. If the enemy has no buffs, it silences them for 1 turn instead. Requires 3 energy.
====Strategy====
The Goblin will use '''Soul Steal''' if it has 3 or more energy.
Otherwise, it will use '''Wrench Life''' to deal damage and heal itself.
===Gustavo===
An aggressive warrior who attacks multiple times.
====Abilities====
*'''Whirlwind:''' Deals 28 - 35 damage and generates 1 energy. If your speed is higher than the enemy's, this attack strikes 2 times.
*'''Double Slash:''' Attacks 2 times, dealing 25 - 30 damage and increasing your speed by 2 - 3 each time. Requires 3 energy.
====Strategy====
Gustavo will use '''Double Slash''' if he has 3 or more energy.
Otherwise, he will use '''Whirlwind'''.
===Siren===
A dangerous foe whose main attack's damage doubles every turn.
====Abilities====
*'''Water Bolt:''' Deals 30 - 37 damage and generates 1 energy.
*'''Drowning:''' Generates 1 energy and applies a debuff for 8 turns that deals 1 damage. This damage doubles every turn.
*'''Siren's Grip:''' Deals 60 - 74 damage and increases the duration of Drowning by 1 turn. Requires 3 energy.
====Strategy====
The Siren's first priority is to apply '''Drowning''' if you are not already affected by it.
If you are already Drowning, she will use '''Siren's Grip''' if she has 3 or more energy.
Her default attack is '''Water Bolt'''.
===Zombie===
A standard zombie that can infect its target, reducing healing.
====Abilities====
*'''Scratch:''' Deals 30 - 37 damage and generates 1 energy.
*'''Infected Bite:''' Deals 24 - 30 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn and reduces enemy healing by 50%. Requires 2 energy.
====Strategy====
The Zombie will use '''Infected Bite''' if it has 2 or more energy.
Otherwise, it will use '''Scratch'''.
===Horror===
A terrifying creature that disables energy skills.
====Abilities====
*'''Bite:''' Deals 32 - 40 damage, generates 1 energy, and reduces enemy healing by 10%.
*'''Fear:''' Deals 64 - 80 damage, reduces enemy healing by 30%, and disables all their energy skills for 2 turns. Requires 3 energy.
====Strategy====
The Horror will use '''Fear''' if it has 3 or more energy.
Otherwise, it will use '''Bite'''.
===Zombie Child===
A small but dangerous zombie that debuffs all of the hero's stats.
====Abilities====
*'''Plague Stab:''' Deals 32 - 40 damage, generates 1 energy, and disables a random enemy skill for 1 turn.
*'''Contaminate:''' Deals 64 - 80 damage and reduces all enemy stats by 10%. Requires 3 energy.
====Strategy====
The Zombie Child will use '''Contaminate''' if it has 3 or more energy.
Otherwise, it will use '''Plague Stab'''.
===Zombie Chief===
A powerful zombie leader with an unremovable debuff and a defensive skin.
====Abilities====
*'''Scratch:''' Deals 34 - 42 damage and generates 1 energy.
*'''Infected Bite:''' Applies an unremovable debuff for 4 turns that deals 24 - 30 damage each turn and reduces healing by 100%. Requires 3 energy.
*'''Zombie Skin:''' Generates 1 energy and gain a buff that absorbs 92 damage. While the absorb is active, your defense is increased by 20%. Lasts 3 turns. Cooldown: 4 turns.
====Strategy====
It prioritizes applying '''Infected Bite''' if it has 3+ energy and you don't already have the debuff.
Its next priority is to use '''Zombie Skin''' if it's off cooldown and it's not already buffed.
Its default attack is '''Scratch'''.
===Banshee===
A spirit that can copy buffs and ignore defense.
====Abilities====
*'''Scrape:''' Deals 32 - 40 damage and generates 1 energy.
*'''Psychic Scream:''' Deals 64 - 80 damage, destroys 1 enemy energy, and applies a debuff that ignores their defense for 4 turns. Requires 3 energy.
*'''Mirror Soul:''' Gain 2 energy and copy 1 enemy buff. Usable only if you have no buffs. Cooldown: 2 turns.
====Strategy====
The Banshee will use '''Mirror Soul''' if it's off cooldown, she has no buffs, and you have at least one buff.
If she can't, she will use '''Psychic Scream''' if she has 3 or more energy.
Her default attack is '''Scrape'''.
===Octopus===
An unpredictable foe that strikes many times.
====Abilities====
*'''Tentacles Fury:''' Strikes 1 - 8 times, dealing 8 - 10 damage and generating 1 energy per strike.
*'''Squid Frenzy:''' Deals 56 - 70 damage, increases your critical chance by 20%, and applies the ''Squid Ink'' debuff for 4 turns. Squid Ink reduces enemy critical chance and speed to 0 and deals 8 - 10 damage each turn. Requires 10 energy.
====Strategy====
If the Octopus has 10 or more energy, it will use '''Squid Frenzy'''.
Otherwise, it will use its random multi-hit attack, '''Tentacles Fury'''.
===Evil Clown===
A clown that uses explosive balloons.
====Abilities====
*'''Butcher:''' Deals 34 - 42 damage and generates 1 - 2 energy.
*'''Nitro Balloons:''' Deals 60 - 75 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn. On the debuff's last turn, it also destroys 2 enemy energy. Requires 4 energy.
====Strategy====
The Evil Clown uses '''Nitro Balloons''' if it has 4 or more energy.
Otherwise, it uses '''Butcher'''.
===Doku===
A powerful boss with life-draining abilities and emergency potions.
====Abilities====
*'''Void Bolt:''' Deals 36 - 45 damage and generates 1 energy.
*'''Siphon Life:''' Deals 60 - 75 damage and heals for 80% of the damage dealt (48 - 60 life). Then, applies a debuff for 3 turns that deals 12 - 16 damage and heals for 80% of that damage (10 - 13 life) each turn. Requires 4 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 30 life each turn for 3 turns.
*'''Immunity Potion:''' Usable once, below 30% life. Makes you immune to damage for 8 turns.
====Strategy====
Doku has emergency items. He will use his '''Life Potion''' if his health drops below 50%.
He will use his '''Immunity Potion''' if his health drops below 30%.
If he has 4 or more energy, he will use '''Siphon Life'''.
His default attack is '''Void Bolt'''.
===Avery===
A supporting character who can heal and deal moderate damage.
====Abilities====
*'''Slash:''' Deals 28 - 35 damage and generates 1 energy.
*'''Rejuvenation:''' Heals for 66 - 82 life and increases your damage by 20%. Requires 3 energy.
====Strategy====
Avery will use '''Rejuvenation''' if she has 3 or more energy.
Otherwise, she will use '''Slash'''.
===Evil Avery===
A corrupted version of Avery with powerful lifestealing abilities.
====Abilities====
*'''Wicked Bolt:''' Deals 40 - 50 damage, generates 1 energy, and increases your healing by 5%.
*'''Vile Ritual:''' Deals 80 - 100 damage and heals for 50% of the damage dealt (40 - 50 life). Requires 4 energy.
====Strategy====
Evil Avery uses '''Vile Ritual''' if she has 4 or more energy.
Otherwise, she uses '''Wicked Bolt'''.
===Rusty Robot===
A robot with a powerful, but random, special attack.
====Abilities====
*'''Robo-Grip:''' Deals 32 - 40 damage and generates 1 energy.
*'''Overdrive:''' Activates 1 of 5 random effects: Steal all enemy critical, defense, and speed; Deal 64-80 damage; Increase own damage by 50%; Inflict 13-16 damage to self; Increase enemy damage by 20%. Requires 3 energy.
====Strategy====
The Rusty Robot uses '''Overdrive''' if it has 3 or more energy.
Otherwise, it uses '''Robo-Grip'''.
===Vayne===
A boss with a unique charge mechanic for a devastating ultimate attack.
====Abilities====
*'''Fire Charge:''' Generates 1 energy. (Usable when power level > 0).
*'''Final Blaze:''' Deals damage equal to a percentage of the enemy's total life (100%/50%/25%), ignoring defense. This consumes one power level. Requires 2/3/4 energy depending on power level.
*'''Weak Bolt:''' Deals 20 - 25 damage. (Usable when power level is 0).
====Strategy====
Vayne has 3 "power level" charges.
He will use '''Final Blaze''' if he has enough energy. The energy cost increases as his power level drops (2 energy at level 3, 3 at level 2, 4 at level 1).
If he cannot use Final Blaze, he will use '''Fire Charge''' to build energy, as long as his power level is above 0.
Once his power level is 0, he can only use '''Weak Bolt'''.
===Robo-Sentry===
A robotic sentry with multi-hit attacks.
====Abilities====
*'''Barrage:''' Fires 1 - 2 times, dealing 24 - 30 damage and generating 1 energy per shot. Always fires twice if faster than the enemy.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 4 energy.
====Strategy====
The Robo-Sentry uses '''Overdrive''' if it has 4 or more energy.
Otherwise, it uses '''Barrage'''.
===Dark Servant===
A servant of darkness that drains life and energy.
====Abilities====
*'''Dark Strike:''' Deals 40 - 50 damage and steals 1 energy from the enemy.
*'''Dark Rune:''' Deals 64 - 80 damage and heals for 80% of the damage dealt (51 - 64 life). Also gives the enemy 2 energy. Requires 4 energy.
====Strategy====
The Dark Servant will use '''Dark Rune''' if it has 4 or more energy.
Otherwise, it will use '''Dark Strike'''.
===Crazy Zealot===
A frantic attacker that hits twice and can buff itself.
====Abilities====
*'''Lifesteal Stab:''' Strikes 2 times. Each strike deals 24 - 30 damage, generates 1 energy, and heals for 50% of the damage dealt. Each strike also has a 60% chance to give the enemy 1 energy.
*'''Dark Wings:''' Deals 56 - 70 damage and increases your damage, healing, critical chance, and defense by 10%. Then, gain the ''Healing Blades'' buff for 1 turn (doubles Lifesteal Stab's healing). Requires 6 energy.
====Strategy====
The Crazy Zealot will use '''Dark Wings''' if it has 6 or more energy.
Otherwise, it will use '''Lifesteal Stab'''.
===Robo-Dog===
A mechanical dog that is rewarded for critical strikes.
====Abilities====
*'''Robo-Bite:''' Deals 36 - 45 damage and generates 1 energy. If it's a critical strike, it generates 1 extra energy and heals for 50% of the damage dealt.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 3 energy.
====Strategy====
The Robo-Dog will use '''Overdrive''' if it has 3 or more energy.
Otherwise, it will use '''Robo-Bite'''.
===Plague Doc===
A doctor who uses plagues and can cleanse himself of all debuffs.
====Abilities====
*'''Plague Baton:''' Deals 40 - 50 damage and generates 1 energy.
*'''Plague Spread:''' Generates 1 energy and applies a debuff for 4 turns that deals 15 damage per energy the enemy has, each turn.
*'''Odd Medicine:''' Heals for 25% of max life (135 life) and removes all debuffs, including unremovable ones. Requires 3 energy.
====Strategy====
It will prioritize using '''Odd Medicine''' if it has 3 or more energy.
If it can't heal, it will try to apply '''Plague Spread''' if you don't already have it.
Its default attack is '''Plague Baton'''.
===Black Knight===
An armored knight who punishes enemies for having skills on cooldown.
====Abilities====
*'''Black Sword:''' Deals 44 - 55 damage and generates 1 energy. If any enemy skill is on cooldown, it also applies a bleed debuff for 3 turns that deals 22 - 26 damage.
*'''Charge:''' Deals 86 - 108 damage and disables a random enemy skill for 3 turns. Requires 3 energy.
====Strategy====
The Black Knight will use '''Charge''' if he has 3 or more energy.
Otherwise, he will use '''Black Sword'''.
===Dasyra===
A lightning mage who charges up for a powerful, stunning attack.
====Abilities====
*'''Bolt Strike:''' Deals 44 - 55 damage and generates 1 energy. If buffed with ''Charging'', it also increases critical chance by 20%.
*'''Thunderbolt:''' Deals 86 - 108 damage. If it's a critical strike, it stuns the enemy for 1 turn, halves their speed, and resets your critical chance to 10%. Requires 5 energy.
*'''Charging:''' Gain a buff for 7 turns that gives you 1 energy each turn. If removed, you gain energy equal to the remaining duration. Cooldown: 6 turns.
====Strategy====
She prioritizes using '''Thunderbolt''' if she has 5 or more energy.
Her next priority is to use '''Charging''' if it's off cooldown.
Her default attack is '''Bolt Strike'''.
===Raven===
A warrior who consumes all energy for a powerful, all-in attack.
====Abilities====
*'''Twin Blades:''' This skill has two effects:
** If you have 0 energy: Deals 44 - 55 damage and generates 1 - 10 energy.
** If you have 1 or more energy: Consumes all energy to deal damage (base 44-55, increased by 10% per energy) and heal for a % of max life equal to energy consumed. Has a 1% chance per energy to stun.
====Strategy====
Raven's only move is '''Twin Blades'''. Its effect changes based on her current energy, making her highly unpredictable.
===Bane===
A boss similar to Vayne, with a charge mechanic for an ultimate attack.
====Abilities====
*'''Rune Charge:''' Generates 4 energy. Has 2 charges.
*'''Abyssal Void:''' Deals damage equal to a percentage of the enemy's total life (45%/30%/15%), ignoring defense. Damage is based on remaining rune charges. Requires 1 energy.
*'''Weak Bolt:''' Deals 24 - 30 damage. (Usable when out of rune charges).
====Strategy====
Bane will use '''Abyssal Void''' if he has any energy.
If he has no energy but has ''Rune Charge'' available, he will use it.
Once he is out of Rune Charges and has no energy, he can only use '''Weak Bolt'''.
===Tabitha===
A curse-wielder who can apply multiple debuffs at once.
====Abilities====
*'''Dark Coil:''' Deals 44 - 55 damage and generates 1 energy.
*'''Take Soul:''' Deals 86 - 108 damage and gain a buff that absorbs damage equal to 100% of the damage inflicted. Requires 5 energy.
*'''Vile Curses:''' Applies 3 random debuffs (from a pool of 3) on the enemy for 4 turns. Cooldown: 3 turns.
====Strategy====
She prioritizes using '''Take Soul''' if she has 5 or more energy.
Her next priority is to use '''Vile Curses''' if it's off cooldown.
Her default attack is '''Dark Coil'''.
===Beatrix===
A complex boss who reacts to the hero's energy and cooldown usage.
====Abilities====
*'''Vampire Bite:''' Deals 46 - 58 damage, generates 1 energy, and heals for 50% of the damage dealt (23 - 29 life).
*'''Dark Chaos:''' Deals 90 - 113 damage, then increases your damage, healing, and critical chance by 10%. Requires 4 energy.
*'''Beatrix Wrath:''' Applies a debuff for 5 turns. If the enemy uses a cooldown while debuffed, you have a 10% chance per recharge turn to double your damage. Cooldown: 6 turns.
*'''Eclipse:''' Gain a buff for 7 turns that has a chance (based on enemy energy) to give you immunity when the enemy uses a non-energy skill. Cooldown: 6 turns.
====Strategy====
Her AI is identical to Ashera's, but with her own unique skills. She prioritizes applying her debuffs/buffs from cooldowns before resorting to her energy or basic attacks.
===Talon===
A tech-based boss who deploys a robot and can self-destruct.
====Abilities====
*'''Metal Punch:''' Deals 50 - 63 damage and generates 1 energy.
*'''Missile Pod:''' Fires 1 - 3 missiles, each dealing 50 - 63 damage and restoring 1 energy. Requires 3 energy.
*'''Deploy Robot:''' Generates 1 energy and deploys a ''Rusty Robot'' buff for 5 turns. The robot absorbs 120 damage and deals 16-20 damage each turn. Cooldown: 4 turns.
*'''Self-Destruct:''' Usable below 20% life. Reduce your life to 1 and deal 1000 damage.
====Strategy====
Talon will use '''Self-Destruct''' if his life is below 20%.
His next priority is to '''Deploy Robot''' if it's off cooldown.
If he has 3 or more energy, he'll use '''Missile Pod'''.
His default is '''Metal Punch'''.
===Warden Orc===
A very powerful orc who gets angry at low health.
====Abilities====
*'''Axe Strike:''' Deals 46 - 62 damage and generates 1 energy.
*'''Axe Smash:''' Deals 68 - 90 damage. Requires 3 energy.
*'''Anger:''' Usable below 50% life. Gain a buff that increases damage by 50% and speed by 15 for 5 turns. Cooldown: 4 turns.
====Strategy====
The Warden Orc's AI is identical to the Unicorc's, but with higher damage values. He will use '''Anger''' when below 50% health, otherwise using his energy attack or basic strike.
===Cultist / Acolyte===
Spellcasters who empower their basic attacks with a buff.
====Abilities====
*'''Evil/Dark Bolt:''' Deals 50 - 66 damage and generates 1 energy. Has a 50% chance to grant the ''Evil Surge/Dark Infusion'' buff for 1 turn, which increases this skill's damage by 10% and energy generation by 1.
*'''Soul/Blood Drain:''' Deals 75 - 100 damage and heals for 50% of the damage dealt (38 - 50 life). Increases the duration of your buff by 1 turn. Requires 4 energy.
====Strategy====
They will use '''Soul/Blood Drain''' if they have 4 or more energy.
Otherwise, they will use '''Evil/Dark Bolt''', hoping to get their self-buff.
===Sun Clown / Moon Clown===
A duo that buffs themselves and debuffs the enemy with unique effects.
====Abilities====
*'''Clown Stab:''' Deals 50 - 66 damage and generates 1 energy.
*'''Nitro Balloons:''' Applies a debuff for 4 turns that deals 30 - 40 damage each turn. On the last turn, it also destroys 1 enemy energy. Requires 5 energy.
*'''Sunrise/Moonrise:''' Generates 3 energy and applies a unique buff to self and a unique debuff to the enemy for 6 turns. Cooldown: 6 turns.
** Sun Clown: Buff makes Clown Stab heal. Debuff makes Nitro Balloons deal more damage.
** Moon Clown: Buff makes Clown Stab deal more damage. Debuff makes Nitro Balloons heal you.
====Strategy====
Their top priority is to use '''Sunrise/Moonrise''' if the cooldown is ready.
If not, they will use '''Nitro Balloons''' if they have 5+ energy and you don't already have the debuff.
Their default attack is '''Clown Stab'''.
===Harley===
A tricky boss who can equalize health and has an instant-kill chance.
====Abilities====
*'''Clownfish:''' Deals 55 - 73 damage and generates 1 energy. Has a 25% chance to apply a debuff that mirrors any damage inflicted back to the attacker for 1 turn.
*'''Death Bunny:''' Has a chance (based on enemy missing health) to instantly kill the enemy. Fails otherwise. Requires 5 energy.
*'''Magic Trick:''' Usable only if your health is 200+ points lower than the enemy. Equalizes your current health with the enemy's. Cooldown: 6 turns.
====Strategy====
Harley will use '''Magic Trick''' if the cooldown is ready and the health condition is met.
If not, she will use '''Death Bunny''' if she has 5 or more energy.
Her default attack is '''Clownfish'''.
===Zulvoth===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in optional, often challenging quests.
===Raid Leader===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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This guide details the stats, abilities, and AI behavior for every enemy in Azmar Quest.
'''Note:''' Damage and heal values are base amounts and may be affected by the enemy's and the hero's current stats and status effects.
==Main Story Enemies==
This section covers enemies encountered during the main story quests.
===Bandit===
A common early-game enemy.
====Abilities====
*'''Stab:''' Deals 6 - 8 damage and generates 1 energy.
*'''Slaughter:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Bandit uses '''Stab''' to build energy.
Once it has 2 or more energy, it will use '''Slaughter'''.
If affected by the ''Confused'' status, it has a 50% chance to skip its turn.
===Vice===
An early-game fighter who can buff his own critical chance.
====Abilities====
*'''Chokehold:''' Deals 8 - 11 damage and generates 1 - 2 energy.
*'''Electric Blade:''' Deals 12 - 17 damage and increases your critical chance by 10%. Requires 3 energy.
====Strategy====
Vice uses '''Saber Slash''' when he has less than 3 energy. This attack has a 50% chance to generate an extra energy point.
With 3 or more energy, he will use '''Electric Blade''' to deal damage and permanently boost his critical strike chance.
===Boss===
A magic-user who drains life and stats.
====Abilities====
*'''Pain Bolts:''' Attack 1 - 2 times, dealing 8 - 10 damage and generating 1 energy for each attack.
*'''Soul Leech:''' Deals 18 - 25 damage and heals for 50% of the damage dealt (9 - 13 life). Requires 5 energy.
*'''Mind Chaos:''' Steals 1 energy, 5% damage done, and 5% healing done. It only has a 50% chance to be used. Cooldown: 2 turns.
====Strategy====
The Boss prioritizes using '''Mind Chaos''' if it's off cooldown and you have energy.
If he can't use Mind Chaos but has 5 or more energy, he will use '''Soul Leech'''.
Otherwise, he will use '''Pain Bolts''' to build energy.
===Guard===
A defensive fighter who protects himself.
====Abilities====
*'''Sword Strike:''' Deals 10 - 13 damage and generates 1 energy.
*'''Sword Pierce:''' Deals 20 - 27 damage. Requires 3 energy.
*'''On Guard:''' Generate 1 energy and gain a buff that increases your defense by 30% for 3 turns. Cooldown: 4 turns.
====Strategy====
The Guard will use '''On Guard''' as soon as it's available, unless he's already buffed.
If On Guard is on cooldown, he will use '''Sword Pierce''' if he has enough energy.
Otherwise, he uses his basic '''Sword Strike'''.
===Snake===
A simple beast with two attacks.
====Abilities====
*'''Bite:''' Deals 6 - 8 damage and generates 1 energy.
*'''Constrict:''' Deals 9 - 12 damage. Requires 2 energy.
====Strategy====
The Snake uses '''Bite''' when it has less than 2 energy.
It uses '''Constrict''' when it has 2 or more energy.
===Dinokonda===
A beast that can apply a damage-over-time effect.
====Abilities====
*'''Gnaw:''' Deals 8 - 11 damage and generates 1 energy.
*'''Tail Sting:''' Applies a debuff that deals 5 - 6 damage each turn for 3 turns. Requires 2 energy.
====Strategy====
The Dinokonda prioritizes using '''Tail Sting''' if it has 2 or more energy and you don't already have the debuff.
Otherwise, it will use '''Gnaw''' to build energy.
===Algran===
A creature that grows stronger as the fight progresses.
====Abilities====
*'''Chew:''' Deals 8 - 11 damage, generates 1 energy, and increases your damage by 3%.
*'''Lacerate:''' Generates 1 energy and applies a debuff that deals 4 - 5 damage each turn for 3 turns.
*'''Assault:''' Deals 16 - 23 damage. Requires 4 energy.
====Strategy====
Algran will always try to apply '''Lacerate''' if you don't already have the debuff.
If you are already debuffed, it will use '''Assault''' if it has 4 or more energy.
Otherwise, it uses '''Chew''' to build energy and increase its own damage.
===Troll===
A brute that gets stronger at low health.
====Abilities====
*'''Club:''' Deals 8 - 11 damage and generates 1 energy.
*'''Smash:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Anger:''' Usable only if you have 50% or less life. Generate 1 energy and gain a buff that increases your defense by 10% and your critical chance based on your missing life. Lasts for 4 turns. Cooldown: 4 turns.
====Strategy====
If the Troll's health drops below 50% and '''Anger''' is off cooldown, it will use it.
Otherwise, it will use '''Smash''' if it has 3 or more energy.
Its default attack is '''Club'''.
===Ranger Orc===
An orc that punishes the use of buffs.
====Abilities====
*'''Multi Shot:''' Generates 1 energy and strikes 1 - 3 times, dealing 4 - 6 damage for each strike.
*'''Pierce Shot:''' Deals 14 - 19 damage. Requires 3 energy.
*'''Counter Shot:''' Deals 8 - 11 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Ranger Orc will prioritize '''Counter Shot''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Shot, it will use '''Pierce Shot''' if it has 3 or more energy.
Its default attack is '''Multi Shot'''.
===Forest===
A nature guardian that can heal, buff itself, and turn debuffs against you.
====Abilities====
*'''Nature Wind:''' Deals 8 - 11 damage, heals for 60% of the damage dealt (5 - 7 life), and generates 1 energy. It also has a chance (based on your missing life) to apply a healing-over-time buff for 3 turns.
*'''Nature Wrath:''' Gain a buff that increases your damage done by 100% and your healing done by 50% for 2 turns. Requires 3 energy.
*'''Sanitize:''' Cures yourself of 1 debuff and applies it to the enemy. Cooldown: 5 turns.
====Strategy====
It prioritizes using '''Sanitize''' if it's off cooldown and is affected by a debuff.
If it can't use Sanitize, it will use '''Nature Wrath''' if it has 3 or more energy and is not already buffed.
Otherwise, it defaults to '''Nature Wind'''.
===Witch===
A spellcaster who uses damage-over-time effects and powerful buffs.
====Abilities====
*'''Shadowbolt:''' Deals 8 - 11 damage and generates 1 energy.
*'''Anguish:''' Generates 1 energy, then applies a debuff that deals 4 - 5 damage each turn for 3 turns and heals you for 75% of that damage (3 - 4 life).
*'''Terror:''' Applies a debuff that deals 8 - 10 damage each turn for 3 turns. Requires 3 energy.
*'''Shadow Form:''' Gain a buff that increases your defense by 40% and your damage done by 60% for 2 turns. Cooldown: 5 turns.
====Strategy====
The Witch prioritizes applying '''Anguish''' if you don't have the debuff yet.
Next, it will use '''Shadow Form''' if it's off cooldown and she is not already buffed.
If it has 3 or more energy, it may use '''Terror'''.
Its default attack is '''Shadowbolt'''.
===Queen===
A powerful boss with devastating curses and a defensive shield.
====Abilities====
*'''Soul Bolt:''' Deals 12 - 17 damage and generates 1 energy. It also has a chance (based on your missing life) to heal for 50% of the damage dealt (6 - 9 life).
*'''Pandemonium:''' Deals 24 - 35 damage, destroys 2 of the enemy's energy, and increases all their cooldowns by 2. Requires 3 energy.
*'''Death Curse:''' Applies a debuff that deals 80 damage after 7 turns. Cooldown: 8 turns.
*'''Dark Shield:''' Gain a buff that absorbs 60 damage for 3 turns. Usable only if you have 25% or less life. Cooldown: 6 turns.
====Strategy====
If her health drops below 25%, she will prioritize using '''Dark Shield''' if it is available.
Her next priority is to cast '''Death Curse''' if it is off cooldown and you are not already cursed.
If she has 3 or more energy, she will use '''Pandemonium'''.
Her default move is '''Soul Bolt'''.
===Skeleton===
A fragile enemy that damages itself to create a powerful shield.
====Abilities====
*'''Bone Mace:''' Deals 9 - 12 damage and generates 1 energy.
*'''Bone Break:''' Deals 12 - 16 damage, inflicts the same damage to yourself, and gain a buff that absorbs 36 - 48 damage. Requires 3 energy.
====Strategy====
The Skeleton uses '''Bone Mace''' when it has less than 3 energy.
It uses '''Bone Break''' when it has 3 or more energy, sacrificing its own health for a strong absorb shield.
===Reaper===
A fearsome enemy that manipulates healing and cooldowns.
====Abilities====
*'''Scythe:''' Deals 16 - 21 damage and generates 1 energy. Has a 5% chance per enemy energy to destroy 1 of their energy.
*'''Harvest:''' Deals 32 - 43 damage and increases all enemy's cooldowns by 2. Requires 3 energy.
*'''Heal Curse:''' Applies a debuff that deals 30 damage after 3 turns. While cursed, any healing the enemy receives will damage them instead. Cooldown: 4 turns.
====Strategy====
The Reaper's top priority is to use '''Heal Curse''' if it's available and you are not already cursed.
If it has 3 or more energy, it will use '''Harvest'''.
Otherwise, it will use '''Scythe'''.
===Julia===
A boss who overwhelms with multiple, stacking debuffs.
====Abilities====
*'''Scrape:''' Deals 14 - 19 damage and generates 1 energy.
*'''Wound:''' Applies a debuff for 3 turns that deals 10 - 14 damage, reduces enemy damage by 2%, and has a 50% chance to generate 1 energy each turn.
*'''Infection:''' Applies a debuff for 3 turns that deals 8 - 12 damage and has a 50% chance to increase all enemy's cooldowns by 1 and a 50% chance to generate 1 energy each turn.
*'''Infected Bite:''' Applies a debuff for 5 turns that deals 14 - 18 damage and has a 25% chance to destroy 1 enemy energy each turn. Requires 5 energy.
====Strategy====
Julia applies her debuffs in a specific order if you have space for them:
*# '''Infected Bite''' (if she has 5+ energy and you aren't already affected).
*# '''Wound''' (if you aren't already affected).
*# '''Infection''' (if you aren't already affected).
If she cannot apply a debuff, she will use '''Scrape'''.
===Melee Orc===
A stronger orc that punishes the use of buffs.
====Abilities====
*'''Quick Stabs:''' Generates 1 energy and strikes 1 - 3 times, dealing 8 - 11 damage for each strike.
*'''Heavy Blow:''' Deals 24 - 32 damage. Requires 3 energy.
*'''Counter Slash:''' Deals 16 - 21 damage and generates 1 energy. Then, removes 1 of the enemy's buffs and destroys 1 of their energy. Cooldown: 3 turns.
====Strategy====
The Melee Orc will prioritize '''Counter Slash''' if it's off cooldown and you have at least one buff.
If it cannot use Counter Slash, it will use '''Heavy Blow''' if it has 3 or more energy.
Its default attack is '''Quick Stabs'''.
===Grog===
A monster that becomes enraged when debuffed.
====Abilities====
*'''Choke:''' Deals 18 - 23 damage and generates 1 energy.
*'''Smash:''' Deals 36 - 47 damage. Requires 3 energy.
*'''Enrage:''' Only usable if Grog is debuffed. Stuns the enemy and gain a buff that increases his damage by 30% and critical chance by 30% for each active debuff on him. Lasts 4 turns. Cooldown: 4 turns.
====Strategy====
If Grog is affected by at least one debuff and '''Enrage''' is off cooldown, he will use it.
Otherwise, he will use '''Smash''' if he has 3 or more energy.
His default attack is '''Choke'''.
===Armed Boss / Talia===
A gunslinger with limited ammo and powerful items.
====Abilities====
*'''Revolver Shot:''' Shoots 1 - 2 times, dealing 20 - 25 damage and generating 1 energy per shot. Has 6 bullets.
*'''Reload:''' Reloads gun with 6 ammo and gain a buff that increases defense by 80% for 1 turn.
*'''Shotgun:''' Usable only if you have more energy than the enemy. Deals 60 - 77 damage and stuns the enemy. Requires 2 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 23 life each turn for 3 turns.
====Strategy====
Her top priority is using '''Shotgun''' if she has more energy than you.
If her health is below 50% and she has a potion, she will use her '''Life Potion'''.
If she runs out of ammo, she is forced to use '''Reload'''.
Otherwise, she will fire her '''Revolver Shot'''.
===Zombie Dog===
An undead beast that can apply a damage-over-time effect.
====Abilities====
*'''Rip:''' Deals 12 - 17 damage and generates 1 energy. It also has a 50% chance to apply a debuff that deals 4 - 6 damage each turn for 2 turns.
*'''Bite:''' Deals 18 - 26 damage. Requires 3 energy.
====Strategy====
The Zombie Dog uses '''Bite''' if it has 3 or more energy.
Otherwise, it uses '''Rip'''.
===William===
A cursed being who can increase his critical chance and heal himself.
====Abilities====
*'''Soul Strike:''' Deals 16 - 21 damage and generates 1 energy.
*'''Curse:''' Generates 1 energy, then applies a debuff for 3 turns that deals 8 - 12 damage and steals 3% of healing done each turn.
*'''Crypt Wrath:''' Heals for 48 life and gain a buff that increases critical chance by 90% for 3 turns. Requires 4 energy.
====Strategy====
William will prioritize applying his '''Curse''' if you don't already have it.
If you are cursed, he will use '''Crypt Wrath''' if he has 4+ energy and is not already buffed.
His default attack is '''Soul Strike'''.
===Ashera===
A complex boss who punishes players for using cooldowns and can become immune to damage.
====Abilities====
*'''Vampire Bite:''' Deals 30 - 38 damage, generates 1 energy, and heals for 50% of the damage dealt (15 - 19 life).
*'''Dark Chaos:''' Deals 60 - 79 damage, then increases your damage by 10%, your healing by 10%, and your critical chance by 10%. Requires 4 energy.
*'''Ashera Rage:''' Applies the Ashera Rage debuff for 5 turns. While active, any cooldowns the enemy uses will increase Ashera's damage. Cooldown: 6 turns.
*'''Dispersion:''' Gain a buff for 7 turns that gives a chance to become immune to damage when the enemy spends energy. Cooldown: 6 turns.
====Strategy====
Ashera's AI has a strict priority system.
Her first priority is to apply '''Ashera Rage''' if it's off cooldown and you are not already debuffed by it.
Her second priority is to use '''Dispersion''' if it's off cooldown and she is not already in her Dispersion form.
If both cooldowns are active, she will use '''Dark Chaos''' if she has 4 or more energy.
If none of the above conditions are met, she will use '''Vampire Bite''' as her default attack.
===Zola===
A fast gunslinger who can stun opponents.
====Abilities====
*'''Stiletto:''' Deals 28 - 35 damage, generates 1 energy, and increases your speed by 2 - 4. Damage is increased if your speed is above 100.
*'''Dazing Gun:''' Deals 44 - 55 damage, and has a chance (based on your speed) to stun the enemy for 1 turn. Requires 2 energy.
====Strategy====
Zola uses '''Dazing Gun''' if she has 2 or more energy.
Otherwise, she uses '''Stiletto''' to increase her speed and deal damage.
===Locke===
A mercenary who can disable skills and stun his opponents.
====Abilities====
*'''Slice:''' Deals 34 - 43 damage and generates 1 energy.
*'''Blackjack:''' Deals 66 - 82 damage and disables a random enemy's skill for 4 turns. Requires 4 energy.
*'''Carabine Shot:''' Deals 17 - 21 damage, generates 2 energy, destroys 1 enemy energy, and stuns the enemy for 1 turn. Cooldown: 5 turns.
====Strategy====
Locke's top priority is to use '''Carabine Shot''' if it's off cooldown and you have at least 1 energy.
If he can't, he will use '''Blackjack''' if he has 4 or more energy.
His default attack is '''Slice'''.
===Goblin===
A cunning goblin that steals buffs or silences foes.
====Abilities====
*'''Wrench Life:''' Deals 24 - 30 damage, generates 1 energy, and heals for 40% of the damage dealt (7 - 9 life).
*'''Soul Steal:''' Deals 52 - 65 damage, then steals 1 enemy buff. If the enemy has no buffs, it silences them for 1 turn instead. Requires 3 energy.
====Strategy====
The Goblin will use '''Soul Steal''' if it has 3 or more energy.
Otherwise, it will use '''Wrench Life''' to deal damage and heal itself.
===Gustavo===
An aggressive warrior who attacks multiple times.
====Abilities====
*'''Whirlwind:''' Deals 28 - 35 damage and generates 1 energy. If your speed is higher than the enemy's, this attack strikes 2 times.
*'''Double Slash:''' Attacks 2 times, dealing 25 - 30 damage and increasing your speed by 2 - 3 each time. Requires 3 energy.
====Strategy====
Gustavo will use '''Double Slash''' if he has 3 or more energy.
Otherwise, he will use '''Whirlwind'''.
===Siren===
A dangerous foe whose main attack's damage doubles every turn.
====Abilities====
*'''Water Bolt:''' Deals 30 - 37 damage and generates 1 energy.
*'''Drowning:''' Generates 1 energy and applies a debuff for 8 turns that deals 1 damage. This damage doubles every turn.
*'''Siren's Grip:''' Deals 60 - 74 damage and increases the duration of Drowning by 1 turn. Requires 3 energy.
====Strategy====
The Siren's first priority is to apply '''Drowning''' if you are not already affected by it.
If you are already Drowning, she will use '''Siren's Grip''' if she has 3 or more energy.
Her default attack is '''Water Bolt'''.
===Zombie===
A standard zombie that can infect its target, reducing healing.
====Abilities====
*'''Scratch:''' Deals 30 - 37 damage and generates 1 energy.
*'''Infected Bite:''' Deals 24 - 30 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn and reduces enemy healing by 50%. Requires 2 energy.
====Strategy====
The Zombie will use '''Infected Bite''' if it has 2 or more energy.
Otherwise, it will use '''Scratch'''.
===Horror===
A terrifying creature that disables energy skills.
====Abilities====
*'''Bite:''' Deals 32 - 40 damage, generates 1 energy, and reduces enemy healing by 10%.
*'''Fear:''' Deals 64 - 80 damage, reduces enemy healing by 30%, and disables all their energy skills for 2 turns. Requires 3 energy.
====Strategy====
The Horror will use '''Fear''' if it has 3 or more energy.
Otherwise, it will use '''Bite'''.
===Zombie Child===
A small but dangerous zombie that debuffs all of the hero's stats.
====Abilities====
*'''Plague Stab:''' Deals 32 - 40 damage, generates 1 energy, and disables a random enemy skill for 1 turn.
*'''Contaminate:''' Deals 64 - 80 damage and reduces all enemy stats by 10%. Requires 3 energy.
====Strategy====
The Zombie Child will use '''Contaminate''' if it has 3 or more energy.
Otherwise, it will use '''Plague Stab'''.
===Zombie Chief===
A powerful zombie leader with an unremovable debuff and a defensive skin.
====Abilities====
*'''Scratch:''' Deals 34 - 42 damage and generates 1 energy.
*'''Infected Bite:''' Applies an unremovable debuff for 4 turns that deals 24 - 30 damage each turn and reduces healing by 100%. Requires 3 energy.
*'''Zombie Skin:''' Generates 1 energy and gain a buff that absorbs 92 damage. While the absorb is active, your defense is increased by 20%. Lasts 3 turns. Cooldown: 4 turns.
====Strategy====
It prioritizes applying '''Infected Bite''' if it has 3+ energy and you don't already have the debuff.
Its next priority is to use '''Zombie Skin''' if it's off cooldown and it's not already buffed.
Its default attack is '''Scratch'''.
===Banshee===
A spirit that can copy buffs and ignore defense.
====Abilities====
*'''Scrape:''' Deals 32 - 40 damage and generates 1 energy.
*'''Psychic Scream:''' Deals 64 - 80 damage, destroys 1 enemy energy, and applies a debuff that ignores their defense for 4 turns. Requires 3 energy.
*'''Mirror Soul:''' Gain 2 energy and copy 1 enemy buff. Usable only if you have no buffs. Cooldown: 2 turns.
====Strategy====
The Banshee will use '''Mirror Soul''' if it's off cooldown, she has no buffs, and you have at least one buff.
If she can't, she will use '''Psychic Scream''' if she has 3 or more energy.
Her default attack is '''Scrape'''.
===Octopus===
An unpredictable foe that strikes many times.
====Abilities====
*'''Tentacles Fury:''' Strikes 1 - 8 times, dealing 8 - 10 damage and generating 1 energy per strike.
*'''Squid Frenzy:''' Deals 56 - 70 damage, increases your critical chance by 20%, and applies the ''Squid Ink'' debuff for 4 turns. Squid Ink reduces enemy critical chance and speed to 0 and deals 8 - 10 damage each turn. Requires 10 energy.
====Strategy====
If the Octopus has 10 or more energy, it will use '''Squid Frenzy'''.
Otherwise, it will use its random multi-hit attack, '''Tentacles Fury'''.
===Evil Clown===
A clown that uses explosive balloons.
====Abilities====
*'''Butcher:''' Deals 34 - 42 damage and generates 1 - 2 energy.
*'''Nitro Balloons:''' Deals 60 - 75 damage and applies a debuff for 3 turns that deals 12 - 16 damage each turn. On the debuff's last turn, it also destroys 2 enemy energy. Requires 4 energy.
====Strategy====
The Evil Clown uses '''Nitro Balloons''' if it has 4 or more energy.
Otherwise, it uses '''Butcher'''.
===Doku===
A powerful boss with life-draining abilities and emergency potions.
====Abilities====
*'''Void Bolt:''' Deals 36 - 45 damage and generates 1 energy.
*'''Siphon Life:''' Deals 60 - 75 damage and heals for 80% of the damage dealt (48 - 60 life). Then, applies a debuff for 3 turns that deals 12 - 16 damage and heals for 80% of that damage (10 - 13 life) each turn. Requires 4 energy.
*'''Life Potion:''' Usable once, below 50% life. Applies a buff that heals for 30 life each turn for 3 turns.
*'''Immunity Potion:''' Usable once, below 30% life. Makes you immune to damage for 8 turns.
====Strategy====
Doku has emergency items. He will use his '''Life Potion''' if his health drops below 50%.
He will use his '''Immunity Potion''' if his health drops below 30%.
If he has 4 or more energy, he will use '''Siphon Life'''.
His default attack is '''Void Bolt'''.
===Avery===
A supporting character who can heal and deal moderate damage.
====Abilities====
*'''Slash:''' Deals 28 - 35 damage and generates 1 energy.
*'''Rejuvenation:''' Heals for 66 - 82 life and increases your damage by 20%. Requires 3 energy.
====Strategy====
Avery will use '''Rejuvenation''' if she has 3 or more energy.
Otherwise, she will use '''Slash'''.
===Evil Avery===
A corrupted version of Avery with powerful lifestealing abilities.
====Abilities====
*'''Wicked Bolt:''' Deals 40 - 50 damage, generates 1 energy, and increases your healing by 5%.
*'''Vile Ritual:''' Deals 80 - 100 damage and heals for 50% of the damage dealt (40 - 50 life). Requires 4 energy.
====Strategy====
Evil Avery uses '''Vile Ritual''' if she has 4 or more energy.
Otherwise, she uses '''Wicked Bolt'''.
===Rusty Robot===
A robot with a powerful, but random, special attack.
====Abilities====
*'''Robo-Grip:''' Deals 32 - 40 damage and generates 1 energy.
*'''Overdrive:''' Activates 1 of 5 random effects: Steal all enemy critical, defense, and speed; Deal 64-80 damage; Increase own damage by 50%; Inflict 13-16 damage to self; Increase enemy damage by 20%. Requires 3 energy.
====Strategy====
The Rusty Robot uses '''Overdrive''' if it has 3 or more energy.
Otherwise, it uses '''Robo-Grip'''.
===Vayne===
A boss with a unique charge mechanic for a devastating ultimate attack.
====Abilities====
*'''Fire Charge:''' Generates 1 energy. (Usable when power level > 0).
*'''Final Blaze:''' Deals damage equal to a percentage of the enemy's total life (100%/50%/25%), ignoring defense. This consumes one power level. Requires 2/3/4 energy depending on power level.
*'''Weak Bolt:''' Deals 20 - 25 damage. (Usable when power level is 0).
====Strategy====
Vayne has 3 "power level" charges.
He will use '''Final Blaze''' if he has enough energy. The energy cost increases as his power level drops (2 energy at level 3, 3 at level 2, 4 at level 1).
If he cannot use Final Blaze, he will use '''Fire Charge''' to build energy, as long as his power level is above 0.
Once his power level is 0, he can only use '''Weak Bolt'''.
===Robo-Sentry===
A robotic sentry with multi-hit attacks.
====Abilities====
*'''Barrage:''' Fires 1 - 2 times, dealing 24 - 30 damage and generating 1 energy per shot. Always fires twice if faster than the enemy.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 4 energy.
====Strategy====
The Robo-Sentry uses '''Overdrive''' if it has 4 or more energy.
Otherwise, it uses '''Barrage'''.
===Dark Servant===
A servant of darkness that drains life and energy.
====Abilities====
*'''Dark Strike:''' Deals 40 - 50 damage and steals 1 energy from the enemy.
*'''Dark Rune:''' Deals 64 - 80 damage and heals for 80% of the damage dealt (51 - 64 life). Also gives the enemy 2 energy. Requires 4 energy.
====Strategy====
The Dark Servant will use '''Dark Rune''' if it has 4 or more energy.
Otherwise, it will use '''Dark Strike'''.
===Crazy Zealot===
A frantic attacker that hits twice and can buff itself.
====Abilities====
*'''Lifesteal Stab:''' Strikes 2 times. Each strike deals 24 - 30 damage, generates 1 energy, and heals for 50% of the damage dealt. Each strike also has a 60% chance to give the enemy 1 energy.
*'''Dark Wings:''' Deals 56 - 70 damage and increases your damage, healing, critical chance, and defense by 10%. Then, gain the ''Healing Blades'' buff for 1 turn (doubles Lifesteal Stab's healing). Requires 6 energy.
====Strategy====
The Crazy Zealot will use '''Dark Wings''' if it has 6 or more energy.
Otherwise, it will use '''Lifesteal Stab'''.
===Robo-Dog===
A mechanical dog that is rewarded for critical strikes.
====Abilities====
*'''Robo-Bite:''' Deals 36 - 45 damage and generates 1 energy. If it's a critical strike, it generates 1 extra energy and heals for 50% of the damage dealt.
*'''Overdrive:''' Activates 1 of 5 random effects (see Rusty Robot). Requires 3 energy.
====Strategy====
The Robo-Dog will use '''Overdrive''' if it has 3 or more energy.
Otherwise, it will use '''Robo-Bite'''.
===Plague Doc===
A doctor who uses plagues and can cleanse himself of all debuffs.
====Abilities====
*'''Plague Baton:''' Deals 40 - 50 damage and generates 1 energy.
*'''Plague Spread:''' Generates 1 energy and applies a debuff for 4 turns that deals 15 damage per energy the enemy has, each turn.
*'''Odd Medicine:''' Heals for 25% of max life (135 life) and removes all debuffs, including unremovable ones. Requires 3 energy.
====Strategy====
It will prioritize using '''Odd Medicine''' if it has 3 or more energy.
If it can't heal, it will try to apply '''Plague Spread''' if you don't already have it.
Its default attack is '''Plague Baton'''.
===Black Knight===
An armored knight who punishes enemies for having skills on cooldown.
====Abilities====
*'''Black Sword:''' Deals 44 - 55 damage and generates 1 energy. If any enemy skill is on cooldown, it also applies a bleed debuff for 3 turns that deals 22 - 26 damage.
*'''Charge:''' Deals 86 - 108 damage and disables a random enemy skill for 3 turns. Requires 3 energy.
====Strategy====
The Black Knight will use '''Charge''' if he has 3 or more energy.
Otherwise, he will use '''Black Sword'''.
===Dasyra===
A lightning mage who charges up for a powerful, stunning attack.
====Abilities====
*'''Bolt Strike:''' Deals 44 - 55 damage and generates 1 energy. If buffed with ''Charging'', it also increases critical chance by 20%.
*'''Thunderbolt:''' Deals 86 - 108 damage. If it's a critical strike, it stuns the enemy for 1 turn, halves their speed, and resets your critical chance to 10%. Requires 5 energy.
*'''Charging:''' Gain a buff for 7 turns that gives you 1 energy each turn. If removed, you gain energy equal to the remaining duration. Cooldown: 6 turns.
====Strategy====
She prioritizes using '''Thunderbolt''' if she has 5 or more energy.
Her next priority is to use '''Charging''' if it's off cooldown.
Her default attack is '''Bolt Strike'''.
===Raven===
A warrior who consumes all energy for a powerful, all-in attack.
====Abilities====
*'''Twin Blades:''' This skill has two effects:
** If you have 0 energy: Deals 44 - 55 damage and generates 1 - 10 energy.
** If you have 1 or more energy: Consumes all energy to deal damage (base 44-55, increased by 10% per energy) and heal for a % of max life equal to energy consumed. Has a 1% chance per energy to stun.
====Strategy====
Raven's only move is '''Twin Blades'''. Its effect changes based on her current energy, making her highly unpredictable.
===Bane===
A boss similar to Vayne, with a charge mechanic for an ultimate attack.
====Abilities====
*'''Rune Charge:''' Generates 4 energy. Has 2 charges.
*'''Abyssal Void:''' Deals damage equal to a percentage of the enemy's total life (45%/30%/15%), ignoring defense. Damage is based on remaining rune charges. Requires 1 energy.
*'''Weak Bolt:''' Deals 24 - 30 damage. (Usable when out of rune charges).
====Strategy====
Bane will use '''Abyssal Void''' if he has any energy.
If he has no energy but has ''Rune Charge'' available, he will use it.
Once he is out of Rune Charges and has no energy, he can only use '''Weak Bolt'''.
===Tabitha===
A curse-wielder who can apply multiple debuffs at once.
====Abilities====
*'''Dark Coil:''' Deals 44 - 55 damage and generates 1 energy.
*'''Take Soul:''' Deals 86 - 108 damage and gain a buff that absorbs damage equal to 100% of the damage inflicted. Requires 5 energy.
*'''Vile Curses:''' Applies 3 random debuffs (from a pool of 3) on the enemy for 4 turns. Cooldown: 3 turns.
====Strategy====
She prioritizes using '''Take Soul''' if she has 5 or more energy.
Her next priority is to use '''Vile Curses''' if it's off cooldown.
Her default attack is '''Dark Coil'''.
===Beatrix===
A complex boss who reacts to the hero's energy and cooldown usage.
====Abilities====
*'''Vampire Bite:''' Deals 46 - 58 damage, generates 1 energy, and heals for 50% of the damage dealt (23 - 29 life).
*'''Dark Chaos:''' Deals 90 - 113 damage, then increases your damage, healing, and critical chance by 10%. Requires 4 energy.
*'''Beatrix Wrath:''' Applies a debuff for 5 turns. If the enemy uses a cooldown while debuffed, you have a 10% chance per recharge turn to double your damage. Cooldown: 6 turns.
*'''Eclipse:''' Gain a buff for 7 turns that has a chance (based on enemy energy) to give you immunity when the enemy uses a non-energy skill. Cooldown: 6 turns.
====Strategy====
Her AI is identical to Ashera's, but with her own unique skills. She prioritizes applying her debuffs/buffs from cooldowns before resorting to her energy or basic attacks.
===Talon===
A tech-based boss who deploys a robot and can self-destruct.
====Abilities====
*'''Metal Punch:''' Deals 50 - 63 damage and generates 1 energy.
*'''Missile Pod:''' Fires 1 - 3 missiles, each dealing 50 - 63 damage and restoring 1 energy. Requires 3 energy.
*'''Deploy Robot:''' Generates 1 energy and deploys a ''Rusty Robot'' buff for 5 turns. The robot absorbs 120 damage and deals 16-20 damage each turn. Cooldown: 4 turns.
*'''Self-Destruct:''' Usable below 20% life. Reduce your life to 1 and deal 1000 damage.
====Strategy====
Talon will use '''Self-Destruct''' if his life is below 20%.
His next priority is to '''Deploy Robot''' if it's off cooldown.
If he has 3 or more energy, he'll use '''Missile Pod'''.
His default is '''Metal Punch'''.
===Warden Orc===
A very powerful orc who gets angry at low health.
====Abilities====
*'''Axe Strike:''' Deals 46 - 62 damage and generates 1 energy.
*'''Axe Smash:''' Deals 68 - 90 damage. Requires 3 energy.
*'''Anger:''' Usable below 50% life. Gain a buff that increases damage by 50% and speed by 15 for 5 turns. Cooldown: 4 turns.
====Strategy====
The Warden Orc's AI is identical to the Unicorc's, but with higher damage values. He will use '''Anger''' when below 50% health, otherwise using his energy attack or basic strike.
===Cultist / Acolyte===
Spellcasters who empower their basic attacks with a buff.
====Abilities====
*'''Evil/Dark Bolt:''' Deals 50 - 66 damage and generates 1 energy. Has a 50% chance to grant the ''Evil Surge/Dark Infusion'' buff for 1 turn, which increases this skill's damage by 10% and energy generation by 1.
*'''Soul/Blood Drain:''' Deals 75 - 100 damage and heals for 50% of the damage dealt (38 - 50 life). Increases the duration of your buff by 1 turn. Requires 4 energy.
====Strategy====
They will use '''Soul/Blood Drain''' if they have 4 or more energy.
Otherwise, they will use '''Evil/Dark Bolt''', hoping to get their self-buff.
===Sun Clown / Moon Clown===
A duo that buffs themselves and debuffs the enemy with unique effects.
====Abilities====
*'''Clown Stab:''' Deals 50 - 66 damage and generates 1 energy.
*'''Nitro Balloons:''' Applies a debuff for 4 turns that deals 30 - 40 damage each turn. On the last turn, it also destroys 1 enemy energy. Requires 5 energy.
*'''Sunrise/Moonrise:''' Generates 3 energy and applies a unique buff to self and a unique debuff to the enemy for 6 turns. Cooldown: 6 turns.
** Sun Clown: Buff makes Clown Stab heal. Debuff makes Nitro Balloons deal more damage.
** Moon Clown: Buff makes Clown Stab deal more damage. Debuff makes Nitro Balloons heal you.
====Strategy====
Their top priority is to use '''Sunrise/Moonrise''' if the cooldown is ready.
If not, they will use '''Nitro Balloons''' if they have 5+ energy and you don't already have the debuff.
Their default attack is '''Clown Stab'''.
===Harley===
A tricky boss who can equalize health and has an instant-kill chance.
====Abilities====
*'''Clownfish:''' Deals 55 - 73 damage and generates 1 energy. Has a 25% chance to apply a debuff that mirrors any damage inflicted back to the attacker for 1 turn.
*'''Death Bunny:''' Has a chance (based on enemy missing health) to instantly kill the enemy. Fails otherwise. Requires 5 energy.
*'''Magic Trick:''' Usable only if your health is 200+ points lower than the enemy. Equalizes your current health with the enemy's. Cooldown: 6 turns.
====Strategy====
Harley will use '''Magic Trick''' if the cooldown is ready and the health condition is met.
If not, she will use '''Death Bunny''' if she has 5 or more energy.
Her default attack is '''Clownfish'''.
===Zulvoth===
A unique boss who deals massive damage based on his own missing health.
====Abilities====
*'''Soulscourge:''' Deals damage equal to your missing life. It can only be used 8 times.
*'''Nightmare:''' Deals 55 - 73 damage. Usable when Soulscourge isn't available.
====Strategy====
Zulvoth's fight is a damage race. For his first '''8 turns''', he will only use '''Soulscourge'''.
The more damage you deal to him, the more damage Soulscourge will do on his turn.
After 8 attacks, he will switch to using '''Nightmare''' for the rest of the fight.
===Artvoth===
The final boss, with a simple but deadly moveset.
====Abilities====
*'''Soul Shatter:''' Deals 48 - 64 damage, generates 1 energy, and reduces your enemy's damage done by 8%.
*'''Oblivion:''' Instantly kills your enemy. Requires 10 energy.
====Strategy====
Artvoth will use '''Soul Shatter''' to deal damage, generate energy, and weaken your damage output.
Once he accumulates '''10 energy''', he will unleash '''Oblivion''', which is an instant defeat. You must defeat him before this happens.
==Extra Quest Enemies==
These enemies are found in Extra Missions only.
===Raid Leader===
A tactical enemy who buffs himself and applies strong, random debuffs.
====Abilities====
*'''Boost Strike:''' Deals 10 - 13 damage, generates 1 energy, and randomly increases own damage, defense, or critical chance by 5%.
*'''Mortal Slashes:''' Deals 16 - 21 damage, then applies a debuff for 1 turn that either reduces enemy damage by 50%, healing by 75%, or critical modifier by 150%. Requires 2 energy.
====Strategy====
The Raid Leader uses '''Boost Strike''' when he has less than 2 energy.
With 2 or more energy, he uses '''Mortal Slashes''' to apply a random, powerful debuff.
===Wyvern===
A dangerous beast with a life-halving attack.
====Abilities====
*'''Bite:''' Deals 8 - 11 damage and generates 1 energy.
*'''Fire Breath:''' Deals 16 - 20 damage, then applies a debuff for 3 turns that damages the enemy when they spend energy (this damage ignores defense). Requires 3 energy.
*'''Hyper Claws:''' Reduces enemy's current life by half. Cooldown: 3 turns.
====Strategy====
The Wyvern prioritizes using '''Hyper Claws''' if it's off cooldown.
If not, it will use '''Fire Breath''' if it has 3 or more energy and you have debuff slots.
Its default attack is '''Bite'''.
===Werewolf===
A powerful foe that can enter a frenzied state.
====Abilities====
*'''Maul:''' Deals 20 - 27 damage and generates 1 energy.
*'''Full Moon:''' Consumes all energy (min. 4) to gain the ''Full Moon'' buff for 5 turns. This buff gives ''Maul'' a 50% chance to strike twice and a 50% chance to apply a bleed. Also heals for 17 life each turn. Damage is increased by 10% for each energy spent above 4. Requires 4+ energy.
*'''Predator Eyes:''' Applies a debuff for 6 turns. While active, anytime the enemy gains energy, you gain the same amount. Cooldown: 6 turns.
====Strategy====
The Werewolf will use '''Predator Eyes''' if its cooldown is ready.
Its next priority is to use '''Full Moon''' if it has 4+ energy and is not already buffed.
Otherwise, it will use '''Maul'''.
===Carter===
A fast fighter who steals speed and can stun on critical hits.
====Abilities====
*'''Sapping Sabers:''' Deals 38 - 48 damage, generates 1 energy, and steals 3 - 5 speed from the enemy. A critical strike also heals for the damage dealt.
*'''Electric Saber:''' Deals 60 - 75 damage and increases your critical chance based on your speed. A critical strike also stuns the enemy for 1 turn. Requires 2 energy.
====Strategy====
Carter uses '''Electric Saber''' if he has 2 or more energy.
Otherwise, he uses '''Sapping Sabers''' to damage you and steal your speed.
===Nightowl===
A mechanical boss that can deploy a sentry and become immune to damage.
====Abilities====
*'''Metal Punch:''' Deals 48 - 60 damage and generates 1 energy.
*'''Wing Attack:''' Deals 72 - 90 damage, destroys 1 enemy energy, and makes you immune to damage for 1 turn. Requires 4 energy.
*'''Deploy Sentry:''' Generates 1 energy and deploys a ''Robo Sentry'' buff for 5 turns. The Sentry absorbs 116 damage and has a 30% chance to use ''Overdrive'' each turn. Cooldown: 4 turns.
====Strategy====
Nightowl's first priority is to use '''Deploy Sentry''' if its cooldown is ready and he doesn't already have a Sentry active.
His next priority is to use '''Wing Attack''' if he has 4 or more energy.
His default attack is '''Metal Punch'''.
===Urien / Lilith===
The enemy faced here depends on story choices.
====Urien's Abilities====
*'''Heroic Strike:''' Deals 50 - 66 damage, generates 1 energy, and has a 50% chance to reduce your enemy's damage done by 25% for the next turn.
*'''Call for Aid:''' Summons either a ''Royal Guard'', a ''Centurion'', or a ''Roamer'' as a buff for 9 turns. Requires 3 energy.
====Lilith's Abilities====
*'''Siphon Life:''' Deals 50 - 66 damage, generates 1 energy, and heals you for 30% of the damage dealt (15 - 20 life).
*'''Summon Servant:''' Summons either ''Heraelith'', ''Bloomspindle'', or ''Vipress'' as a buff for 9 turns. Requires 3 energy.
====Strategy====
Both Urien and Lilith will prioritize their summoning skill ('''Call for Aid''' / '''Summon Servant''') if they have 3+ energy and less than 3 active buffs.
Otherwise, they will use their respective basic attacks ('''Heroic Strike''' / '''Siphon Life''').
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Skills
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/* Support Skills */
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== Skills ==
=== Skills Overview ===
There are 3 types of Skills:
* '''Basic Skills''': Can be used anytime. They generate energy.
* '''Energy Skills''': Consume energy to perform stronger actions.
* '''Cooldown Skills''': Powerful abilities that require a cooldown before they can be reused.
=== How Do You Upgrade a Skill? How to Get 100 Skill Score? ===
== Combat Skills ==
To upgrade a Combat Skill:
* Find specific '''Skill Upgrades''' from Treasures (these drop randomly).
* Alternatively, buy a random Skill Upgrade for '''1000 Gold'''.
* The cost to upgrade a Skill increases with each rank – going from Rank 2 to Rank 3 is much more expensive than going from Rank 0 to Rank 1.
'''Skill Score''' is based on the rank of all Combat Skills.
To reach '''100/100 Skill Score''', you must upgrade all '''16 Combat Skills''' to '''Rank 3'''.
== Support Skills ==
Support Skills are used in:
* The Final Chapter
* 2v2 Arena
* Dungeons
* 2v2 Battles
To upgrade a Support Skill:
* Use it repeatedly until it reaches the required '''Expertise'''.
For example: if the Skill shows '''0/20''', you must use it '''20 times''' to reach '''20/20''', then you can upgrade it.
'''Support Skill Score''' is based on the upgrades of all Support Skills.
To reach '''100/100 Support Skill Score''', you must upgrade all '''8 Support Skills''' to '''Rank 3'''.
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